sp<IBinder> IInterface::asBinder()
{
- return this ? onAsBinder() : NULL;
+ return onAsBinder();
}
sp<const IBinder> IInterface::asBinder() const
{
- return this ? const_cast<IInterface*>(this)->onAsBinder() : NULL;
+ return const_cast<IInterface*>(this)->onAsBinder();
}
// ---------------------------------------------------------------------------
status_t DisplayState::write(Parcel& output) const {
output.writeStrongBinder(token);
- output.writeStrongBinder(surface->asBinder());
+ output.writeStrongBinder(surface != NULL ? surface->asBinder() : NULL);
output.writeInt32(what);
output.writeInt32(layerStack);
output.writeInt32(orientation);
// this display is in both lists. see if something changed.
const DisplayDeviceState& state(curr[j]);
const wp<IBinder>& display(curr.keyAt(j));
- if (state.surface->asBinder() != draw[i].surface->asBinder()) {
+ const sp<IBinder> state_binder =
+ state.surface != NULL ? state.surface->asBinder() : NULL;
+ const sp<IBinder> draw_binder =
+ draw[i].surface != NULL ? draw[i].surface->asBinder() : NULL;
+ if (state_binder != draw_binder) {
// changing the surface is like destroying and
// recreating the DisplayDevice, so we just remove it
// from the drawing state, so that it get re-added