auto import from //depot/cupcake/@135843
diff --git a/core/java/android/view/SurfaceHolder.java b/core/java/android/view/SurfaceHolder.java
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+++ b/core/java/android/view/SurfaceHolder.java
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+/*
+ * Copyright (C) 2006 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.
+ */
+
+package android.view;
+
+import android.graphics.Canvas;
+import android.graphics.Rect;
+import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_NORMAL;
+import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_HARDWARE;
+import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_GPU;
+import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_PUSH_BUFFERS;
+
+/**
+ * Abstract interface to someone holding a display surface.  Allows you to
+ * control the surface size and format, edit the pixels in the surface, and
+ * monitor changes to the surface.  This interface is typically available
+ * through the {@link SurfaceView} class.
+ * 
+ * <p>When using this interface from a thread different than the one running
+ * its {@link SurfaceView}, you will want to carefully read the
+ * {@link #lockCanvas} and {@link Callback#surfaceCreated Callback.surfaceCreated}.
+ */
+public interface SurfaceHolder {
+    /**
+     * Surface type.
+     * 
+     * @see #SURFACE_TYPE_NORMAL
+     * @see #SURFACE_TYPE_HARDWARE
+     * @see #SURFACE_TYPE_GPU
+     * @see #SURFACE_TYPE_PUSH_BUFFERS
+     */
+    
+    /** Surface type: creates a regular surface, usually in main, non
+     * contiguous, cached/buffered RAM. */
+    public static final int SURFACE_TYPE_NORMAL = MEMORY_TYPE_NORMAL;
+    /** Surface type: creates a suited to be used with DMA engines and
+     * hardware accelerators. */
+    public static final int SURFACE_TYPE_HARDWARE = MEMORY_TYPE_HARDWARE;
+    /** Surface type: creates a surface suited to be used with the GPU */
+    public static final int SURFACE_TYPE_GPU = MEMORY_TYPE_GPU;
+    /** Surface type: creates a "push" surface, that is a surface that 
+     * doesn't owns its buffers. With such a surface lockCanvas will fail. */
+    public static final int SURFACE_TYPE_PUSH_BUFFERS = MEMORY_TYPE_PUSH_BUFFERS;
+
+    /**
+     * Exception that is thrown from {@link #lockCanvas} when called on a Surface
+     * whose is SURFACE_TYPE_PUSH_BUFFERS.
+     */
+    public static class BadSurfaceTypeException extends RuntimeException {
+        public BadSurfaceTypeException() {
+        }
+
+        public BadSurfaceTypeException(String name) {
+            super(name);
+        }
+    }
+
+    /**
+     * A client may implement this interface to receive information about
+     * changes to the surface.  When used with a {@link SurfaceView}, the
+     * Surface being held is only available between calls to
+     * {@link #surfaceCreated(SurfaceHolder)} and
+     * {@link #surfaceDestroyed(SurfaceHolder).  The Callback is set with
+     * {@link SurfaceHolder#addCallback SurfaceHolder.addCallback} method.
+     */
+    public interface Callback {
+        /**
+         * This is called immediately after the surface is first created.
+         * Implementations of this should start up whatever rendering code
+         * they desire.  Note that only one thread can ever draw into
+         * a {@link Surface}, so you should not draw into the Surface here
+         * if your normal rendering will be in another thread.
+         * 
+         * @param holder The SurfaceHolder whose surface is being created.
+         */
+        public void surfaceCreated(SurfaceHolder holder);
+
+        /**
+         * This is called immediately after any structural changes (format or
+         * size) have been made to the surface.  You should at this point update
+         * the imagery in the surface.  This method is always called at least
+         * once, after {@link #surfaceCreated}.
+         * 
+         * @param holder The SurfaceHolder whose surface has changed.
+         * @param format The new PixelFormat of the surface.
+         * @param width The new width of the surface.
+         * @param height The new height of the surface.
+         */
+        public void surfaceChanged(SurfaceHolder holder, int format, int width,
+                int height);
+
+        /**
+         * This is called immediately before a surface is being destroyed. After
+         * returning from this call, you should no longer try to access this
+         * surface.  If you have a rendering thread that directly accesses
+         * the surface, you must ensure that thread is no longer touching the 
+         * Surface before returning from this function.
+         * 
+         * @param holder The SurfaceHolder whose surface is being destroyed.
+         */
+        public void surfaceDestroyed(SurfaceHolder holder);
+    }
+
+    /**
+     * Add a Callback interface for this holder.  There can several Callback
+     * interfaces associated to a holder.
+     * 
+     * @param callback The new Callback interface.
+     */
+    public void addCallback(Callback callback);
+
+    /**
+     * Removes a previously added Callback interface from this holder.
+     * 
+     * @param callback The Callback interface to remove.
+     */
+    public void removeCallback(Callback callback);
+
+    /**
+     * Use this method to find out if the surface is in the process of being
+     * created from Callback methods. This is intended to be used with
+     * {@link Callback#surfaceChanged}.
+     * 
+     * @return true if the surface is in the process of being created.
+     */
+    public boolean isCreating();
+    
+    /**
+     * Sets the surface's type. Surfaces intended to be used with OpenGL ES
+     * should be of SURFACE_TYPE_GPU, surfaces accessed by DMA engines and
+     * hardware accelerators should be of type SURFACE_TYPE_HARDWARE.
+     * Failing to set the surface's type appropriately could result in 
+     * degraded performance or failure. 
+     * 
+     * @param type The surface's memory type.
+     */
+    public void setType(int type);
+
+    /**
+     * Make the surface a fixed size.  It will never change from this size.
+     * When working with a {link SurfaceView}, this must be called from the
+     * same thread running the SurfaceView's window.
+     * 
+     * @param width The surface's width.
+     * @param height The surface's height.
+     */
+    public void setFixedSize(int width, int height);
+
+    /**
+     * Allow the surface to resized based on layout of its container (this is
+     * the default).  When this is enabled, you should monitor
+     * {@link Callback#surfaceChanged} for changes to the size of the surface.
+     * When working with a {link SurfaceView}, this must be called from the
+     * same thread running the SurfaceView's window.
+     */
+    public void setSizeFromLayout();
+
+    /**
+     * Set the desired PixelFormat of the surface.  The default is OPAQUE.
+     * When working with a {link SurfaceView}, this must be called from the
+     * same thread running the SurfaceView's window.
+     * 
+     * @param format A constant from PixelFormat.
+     * 
+     * @see android.graphics.PixelFormat
+     */
+    public void setFormat(int format);
+
+    /**
+     * Enable or disable option to keep the screen turned on while this
+     * surface is displayed.  The default is false, allowing it to turn off.
+     * Enabling the option effectivelty.
+     * This is safe to call from any thread.
+     * 
+     * @param screenOn Supply to true to force the screen to stay on, false
+     * to allow it to turn off.
+     */
+    public void setKeepScreenOn(boolean screenOn);
+    
+    /**
+     * Start editing the pixels in the surface.  The returned Canvas can be used
+     * to draw into the surface's bitmap.  A null is returned if the surface has
+     * not been created or otherwise can not be edited.  You will usually need
+     * to implement {@link Callback#surfaceCreated Callback.surfaceCreated}
+     * to find out when the Surface is available for use.
+     * 
+     * <p>The content of the Surface is never preserved between unlockCanvas() and
+     * lockCanvas(), for this reason, every pixel within the Surface area
+     * must be written. The only exception to this rule is when a dirty
+     * rectangle is specified, in which case, non dirty pixels will be
+     * preserved.
+     * 
+     * <p>If you call this repeatedly when the Surface is not ready (before
+     * {@link Callback#surfaceCreated Callback.surfaceCreated} or after
+     * {@link Callback#surfaceDestroyed Callback.surfaceDestroyed}), your calls
+     * will be throttled to a slow rate in order to avoid consuming CPU.
+     * 
+     * <p>If null is not returned, this function internally holds a lock until
+     * the corresponding {@link #unlockCanvasAndPost} call, preventing
+     * {@link SurfaceView} from creating, destroying, or modifying the surface
+     * while it is being drawn.  This can be more convenience than accessing
+     * the Surface directly, as you do not need to do special synchronization
+     * with a drawing thread in {@link Callback#surfaceDestroyed
+     * Callback.surfaceDestroyed}.
+     * 
+     * @return Canvas Use to draw into the surface.
+     */
+    public Canvas lockCanvas();
+
+    
+    /**
+     * Just like {@link #lockCanvas()} but allows to specify a dirty rectangle.
+     * Every
+     * pixel within that rectangle must be written; however pixels outside
+     * the dirty rectangle will be preserved by the next call to lockCanvas().
+     * 
+     * @see android.view.SurfaceHolder#lockCanvas
+     * 
+     * @param dirty Area of the Surface that will be modified.
+     * @return Canvas Use to draw into the surface.
+     */
+    public Canvas lockCanvas(Rect dirty);
+
+    /**
+     * Finish editing pixels in the surface.  After this call, the surface's
+     * current pixels will be shown on the screen, but its content is lost,
+     * in particular there is no guarantee that the content of the Surface
+     * will remain unchanged when lockCanvas() is called again.
+     * 
+     * @see #lockCanvas()
+     *
+     * @param canvas The Canvas previously returned by lockCanvas().
+     */
+    public void unlockCanvasAndPost(Canvas canvas);
+
+    /**
+     * Retrieve the current size of the surface.  Note: do not modify the
+     * returned Rect.  This is only safe to call from the thread of
+     * {@link SurfaceView}'s window, or while inside of
+     * {@link #lockCanvas()}.
+     * 
+     * @return Rect The surface's dimensions.  The left and top are always 0.
+     */
+    public Rect getSurfaceFrame();
+
+    /**
+     * Direct access to the surface object.  The Surface may not always be
+     * available -- for example when using a {@link SurfaceView} the holder's
+     * Surface is not created until the view has been attached to the window
+     * manager and performed a layout in order to determine the dimensions
+     * and screen position of the Surface.    You will thus usually need
+     * to implement {@link Callback#surfaceCreated Callback.surfaceCreated}
+     * to find out when the Surface is available for use.
+     * 
+     * <p>Note that if you directly access the Surface from another thread,
+     * it is critical that you correctly implement
+     * {@link Callback#surfaceCreated Callback.surfaceCreated} and
+     * {@link Callback#surfaceDestroyed Callback.surfaceDestroyed} to ensure
+     * that thread only accesses the Surface while it is valid, and that the
+     * Surface does not get destroyed while the thread is using it.
+     * 
+     * <p>This method is intended to be used by frameworks which often need
+     * direct access to the Surface object (usually to pass it to native code).
+     * When designing APIs always use SurfaceHolder to pass surfaces around
+     * as opposed to the Surface object itself. A rule of thumb is that
+     * application code should never have to call this method.
+     * 
+     * @return Surface The surface.
+     */
+    public Surface getSurface();
+}