fix(wallpaper): fix lock/unlock transition broken by GL thread lifecycle change#11
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kxxoling
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Jul 4, 2026
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- Change RECEIVER_NOT_EXPORTED → RECEIVER_EXPORTED: ACTION_USER_PRESENT is sent by a non-system_server process on some OEM ROMs (e.g. ASUS ZenUI) and was silently blocked, so unlock never triggered.
- Keep GL thread alive across visibility changes instead of stop/restart: add a 'rendering' flag so EGL context and textures stay resident, eliminating the template-reload stutter on screen-on.
- Extract updateTransition() from onDrawFrame() and call it even while not rendering, so the lock lerp completes while the screen is off and the first visible frame is already at the correct position.
- Add @volatile to cross-thread transition fields for visibility.
- Add 13 regression tests covering triggerLock/triggerUnlock/updateTransition.
…cle change - Change RECEIVER_NOT_EXPORTED → RECEIVER_EXPORTED: ACTION_USER_PRESENT is sent by a non-system_server process on some OEM ROMs (e.g. ASUS ZenUI) and was silently blocked, so unlock never triggered. - Keep GL thread alive across visibility changes instead of stop/restart: add a 'rendering' flag so EGL context and textures stay resident, eliminating the template-reload stutter on screen-on. - Extract updateTransition() from onDrawFrame() and call it even while not rendering, so the lock lerp completes while the screen is off and the first visible frame is already at the correct position. - Add @volatile to cross-thread transition fields for visibility. - Add 13 regression tests covering triggerLock/triggerUnlock/updateTransition.
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