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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.annotation.IntDef;
import android.annotation.NonNull;
import android.annotation.SystemApi;
import android.annotation.SystemService;
import android.annotation.TestApi;
import android.app.KeyguardManager;
import android.app.Presentation;
import android.content.Context;
import android.content.pm.ActivityInfo;
import android.graphics.PixelFormat;
import android.graphics.Rect;
import android.os.IBinder;
import android.os.Parcel;
import android.os.Parcelable;
import android.text.TextUtils;
import android.util.Log;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.util.List;
import java.util.Objects;
/**
* The interface that apps use to talk to the window manager.
* </p><p>
* Each window manager instance is bound to a particular {@link Display}.
* To obtain a {@link WindowManager} for a different display, use
* {@link Context#createDisplayContext} to obtain a {@link Context} for that
* display, then use <code>Context.getSystemService(Context.WINDOW_SERVICE)</code>
* to get the WindowManager.
* </p><p>
* The simplest way to show a window on another display is to create a
* {@link Presentation}. The presentation will automatically obtain a
* {@link WindowManager} and {@link Context} for that display.
* </p>
*/
@SystemService(Context.WINDOW_SERVICE)
public interface WindowManager extends ViewManager {
/** @hide */
int DOCKED_INVALID = -1;
/** @hide */
int DOCKED_LEFT = 1;
/** @hide */
int DOCKED_TOP = 2;
/** @hide */
int DOCKED_RIGHT = 3;
/** @hide */
int DOCKED_BOTTOM = 4;
/** @hide */
final static String INPUT_CONSUMER_PIP = "pip_input_consumer";
/** @hide */
final static String INPUT_CONSUMER_NAVIGATION = "nav_input_consumer";
/** @hide */
final static String INPUT_CONSUMER_WALLPAPER = "wallpaper_input_consumer";
/**
* Exception that is thrown when trying to add view whose
* {@link LayoutParams} {@link LayoutParams#token}
* is invalid.
*/
public static class BadTokenException extends RuntimeException {
public BadTokenException() {
}
public BadTokenException(String name) {
super(name);
}
}
/**
* Exception that is thrown when calling {@link #addView} to a secondary display that cannot
* be found. See {@link android.app.Presentation} for more information on secondary displays.
*/
public static class InvalidDisplayException extends RuntimeException {
public InvalidDisplayException() {
}
public InvalidDisplayException(String name) {
super(name);
}
}
/**
* Returns the {@link Display} upon which this {@link WindowManager} instance
* will create new windows.
* <p>
* Despite the name of this method, the display that is returned is not
* necessarily the primary display of the system (see {@link Display#DEFAULT_DISPLAY}).
* The returned display could instead be a secondary display that this
* window manager instance is managing. Think of it as the display that
* this {@link WindowManager} instance uses by default.
* </p><p>
* To create windows on a different display, you need to obtain a
* {@link WindowManager} for that {@link Display}. (See the {@link WindowManager}
* class documentation for more information.)
* </p>
*
* @return The display that this window manager is managing.
*/
public Display getDefaultDisplay();
/**
* Special variation of {@link #removeView} that immediately invokes
* the given view hierarchy's {@link View#onDetachedFromWindow()
* View.onDetachedFromWindow()} methods before returning. This is not
* for normal applications; using it correctly requires great care.
*
* @param view The view to be removed.
*/
public void removeViewImmediate(View view);
/**
* Used to asynchronously request Keyboard Shortcuts from the focused window.
*
* @hide
*/
public interface KeyboardShortcutsReceiver {
/**
* Callback used when the focused window keyboard shortcuts are ready to be displayed.
*
* @param result The keyboard shortcuts to be displayed.
*/
void onKeyboardShortcutsReceived(List<KeyboardShortcutGroup> result);
}
/**
* Message for taking fullscreen screenshot
* @hide
*/
final int TAKE_SCREENSHOT_FULLSCREEN = 1;
/**
* Message for taking screenshot of selected region.
* @hide
*/
final int TAKE_SCREENSHOT_SELECTED_REGION = 2;
/**
* @hide
*/
public static final String PARCEL_KEY_SHORTCUTS_ARRAY = "shortcuts_array";
/**
* Request for keyboard shortcuts to be retrieved asynchronously.
*
* @param receiver The callback to be triggered when the result is ready.
*
* @hide
*/
public void requestAppKeyboardShortcuts(final KeyboardShortcutsReceiver receiver, int deviceId);
public static class LayoutParams extends ViewGroup.LayoutParams implements Parcelable {
/**
* X position for this window. With the default gravity it is ignored.
* When using {@link Gravity#LEFT} or {@link Gravity#START} or {@link Gravity#RIGHT} or
* {@link Gravity#END} it provides an offset from the given edge.
*/
@ViewDebug.ExportedProperty
public int x;
/**
* Y position for this window. With the default gravity it is ignored.
* When using {@link Gravity#TOP} or {@link Gravity#BOTTOM} it provides
* an offset from the given edge.
*/
@ViewDebug.ExportedProperty
public int y;
/**
* Indicates how much of the extra space will be allocated horizontally
* to the view associated with these LayoutParams. Specify 0 if the view
* should not be stretched. Otherwise the extra pixels will be pro-rated
* among all views whose weight is greater than 0.
*/
@ViewDebug.ExportedProperty
public float horizontalWeight;
/**
* Indicates how much of the extra space will be allocated vertically
* to the view associated with these LayoutParams. Specify 0 if the view
* should not be stretched. Otherwise the extra pixels will be pro-rated
* among all views whose weight is greater than 0.
*/
@ViewDebug.ExportedProperty
public float verticalWeight;
/**
* The general type of window. There are three main classes of
* window types:
* <ul>
* <li> <strong>Application windows</strong> (ranging from
* {@link #FIRST_APPLICATION_WINDOW} to
* {@link #LAST_APPLICATION_WINDOW}) are normal top-level application
* windows. For these types of windows, the {@link #token} must be
* set to the token of the activity they are a part of (this will
* normally be done for you if {@link #token} is null).
* <li> <strong>Sub-windows</strong> (ranging from
* {@link #FIRST_SUB_WINDOW} to
* {@link #LAST_SUB_WINDOW}) are associated with another top-level
* window. For these types of windows, the {@link #token} must be
* the token of the window it is attached to.
* <li> <strong>System windows</strong> (ranging from
* {@link #FIRST_SYSTEM_WINDOW} to
* {@link #LAST_SYSTEM_WINDOW}) are special types of windows for
* use by the system for specific purposes. They should not normally
* be used by applications, and a special permission is required
* to use them.
* </ul>
*
* @see #TYPE_BASE_APPLICATION
* @see #TYPE_APPLICATION
* @see #TYPE_APPLICATION_STARTING
* @see #TYPE_DRAWN_APPLICATION
* @see #TYPE_APPLICATION_PANEL
* @see #TYPE_APPLICATION_MEDIA
* @see #TYPE_APPLICATION_SUB_PANEL
* @see #TYPE_APPLICATION_ABOVE_SUB_PANEL
* @see #TYPE_APPLICATION_ATTACHED_DIALOG
* @see #TYPE_STATUS_BAR
* @see #TYPE_SEARCH_BAR
* @see #TYPE_PHONE
* @see #TYPE_SYSTEM_ALERT
* @see #TYPE_TOAST
* @see #TYPE_SYSTEM_OVERLAY
* @see #TYPE_PRIORITY_PHONE
* @see #TYPE_STATUS_BAR_PANEL
* @see #TYPE_SYSTEM_DIALOG
* @see #TYPE_KEYGUARD_DIALOG
* @see #TYPE_SYSTEM_ERROR
* @see #TYPE_INPUT_METHOD
* @see #TYPE_INPUT_METHOD_DIALOG
*/
@ViewDebug.ExportedProperty(mapping = {
@ViewDebug.IntToString(from = TYPE_BASE_APPLICATION,
to = "TYPE_BASE_APPLICATION"),
@ViewDebug.IntToString(from = TYPE_APPLICATION,
to = "TYPE_APPLICATION"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_STARTING,
to = "TYPE_APPLICATION_STARTING"),
@ViewDebug.IntToString(from = TYPE_DRAWN_APPLICATION,
to = "TYPE_DRAWN_APPLICATION"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_PANEL,
to = "TYPE_APPLICATION_PANEL"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA,
to = "TYPE_APPLICATION_MEDIA"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_SUB_PANEL,
to = "TYPE_APPLICATION_SUB_PANEL"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_ABOVE_SUB_PANEL,
to = "TYPE_APPLICATION_ABOVE_SUB_PANEL"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_ATTACHED_DIALOG,
to = "TYPE_APPLICATION_ATTACHED_DIALOG"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA_OVERLAY,
to = "TYPE_APPLICATION_MEDIA_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_STATUS_BAR,
to = "TYPE_STATUS_BAR"),
@ViewDebug.IntToString(from = TYPE_SEARCH_BAR,
to = "TYPE_SEARCH_BAR"),
@ViewDebug.IntToString(from = TYPE_PHONE,
to = "TYPE_PHONE"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_ALERT,
to = "TYPE_SYSTEM_ALERT"),
@ViewDebug.IntToString(from = TYPE_TOAST,
to = "TYPE_TOAST"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_OVERLAY,
to = "TYPE_SYSTEM_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_PRIORITY_PHONE,
to = "TYPE_PRIORITY_PHONE"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_DIALOG,
to = "TYPE_SYSTEM_DIALOG"),
@ViewDebug.IntToString(from = TYPE_KEYGUARD_DIALOG,
to = "TYPE_KEYGUARD_DIALOG"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_ERROR,
to = "TYPE_SYSTEM_ERROR"),
@ViewDebug.IntToString(from = TYPE_INPUT_METHOD,
to = "TYPE_INPUT_METHOD"),
@ViewDebug.IntToString(from = TYPE_INPUT_METHOD_DIALOG,
to = "TYPE_INPUT_METHOD_DIALOG"),
@ViewDebug.IntToString(from = TYPE_WALLPAPER,
to = "TYPE_WALLPAPER"),
@ViewDebug.IntToString(from = TYPE_STATUS_BAR_PANEL,
to = "TYPE_STATUS_BAR_PANEL"),
@ViewDebug.IntToString(from = TYPE_SECURE_SYSTEM_OVERLAY,
to = "TYPE_SECURE_SYSTEM_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_DRAG,
to = "TYPE_DRAG"),
@ViewDebug.IntToString(from = TYPE_STATUS_BAR_SUB_PANEL,
to = "TYPE_STATUS_BAR_SUB_PANEL"),
@ViewDebug.IntToString(from = TYPE_POINTER,
to = "TYPE_POINTER"),
@ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR,
to = "TYPE_NAVIGATION_BAR"),
@ViewDebug.IntToString(from = TYPE_VOLUME_OVERLAY,
to = "TYPE_VOLUME_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_BOOT_PROGRESS,
to = "TYPE_BOOT_PROGRESS"),
@ViewDebug.IntToString(from = TYPE_INPUT_CONSUMER,
to = "TYPE_INPUT_CONSUMER"),
@ViewDebug.IntToString(from = TYPE_DREAM,
to = "TYPE_DREAM"),
@ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR_PANEL,
to = "TYPE_NAVIGATION_BAR_PANEL"),
@ViewDebug.IntToString(from = TYPE_DISPLAY_OVERLAY,
to = "TYPE_DISPLAY_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_MAGNIFICATION_OVERLAY,
to = "TYPE_MAGNIFICATION_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_PRESENTATION,
to = "TYPE_PRESENTATION"),
@ViewDebug.IntToString(from = TYPE_PRIVATE_PRESENTATION,
to = "TYPE_PRIVATE_PRESENTATION"),
@ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION,
to = "TYPE_VOICE_INTERACTION"),
@ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION_STARTING,
to = "TYPE_VOICE_INTERACTION_STARTING"),
@ViewDebug.IntToString(from = TYPE_DOCK_DIVIDER,
to = "TYPE_DOCK_DIVIDER"),
@ViewDebug.IntToString(from = TYPE_QS_DIALOG,
to = "TYPE_QS_DIALOG"),
@ViewDebug.IntToString(from = TYPE_SCREENSHOT,
to = "TYPE_SCREENSHOT"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_OVERLAY,
to = "TYPE_APPLICATION_OVERLAY")
})
public int type;
/**
* Start of window types that represent normal application windows.
*/
public static final int FIRST_APPLICATION_WINDOW = 1;
/**
* Window type: an application window that serves as the "base" window
* of the overall application; all other application windows will
* appear on top of it.
* In multiuser systems shows only on the owning user's window.
*/
public static final int TYPE_BASE_APPLICATION = 1;
/**
* Window type: a normal application window. The {@link #token} must be
* an Activity token identifying who the window belongs to.
* In multiuser systems shows only on the owning user's window.
*/
public static final int TYPE_APPLICATION = 2;
/**
* Window type: special application window that is displayed while the
* application is starting. Not for use by applications themselves;
* this is used by the system to display something until the
* application can show its own windows.
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_APPLICATION_STARTING = 3;
/**
* Window type: a variation on TYPE_APPLICATION that ensures the window
* manager will wait for this window to be drawn before the app is shown.
* In multiuser systems shows only on the owning user's window.
*/
public static final int TYPE_DRAWN_APPLICATION = 4;
/**
* End of types of application windows.
*/
public static final int LAST_APPLICATION_WINDOW = 99;
/**
* Start of types of sub-windows. The {@link #token} of these windows
* must be set to the window they are attached to. These types of
* windows are kept next to their attached window in Z-order, and their
* coordinate space is relative to their attached window.
*/
public static final int FIRST_SUB_WINDOW = 1000;
/**
* Window type: a panel on top of an application window. These windows
* appear on top of their attached window.
*/
public static final int TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW;
/**
* Window type: window for showing media (such as video). These windows
* are displayed behind their attached window.
*/
public static final int TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW + 1;
/**
* Window type: a sub-panel on top of an application window. These
* windows are displayed on top their attached window and any
* {@link #TYPE_APPLICATION_PANEL} panels.
*/
public static final int TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW + 2;
/** Window type: like {@link #TYPE_APPLICATION_PANEL}, but layout
* of the window happens as that of a top-level window, <em>not</em>
* as a child of its container.
*/
public static final int TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW + 3;
/**
* Window type: window for showing overlays on top of media windows.
* These windows are displayed between TYPE_APPLICATION_MEDIA and the
* application window. They should be translucent to be useful. This
* is a big ugly hack so:
* @hide
*/
public static final int TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW + 4;
/**
* Window type: a above sub-panel on top of an application window and it's
* sub-panel windows. These windows are displayed on top of their attached window
* and any {@link #TYPE_APPLICATION_SUB_PANEL} panels.
* @hide
*/
public static final int TYPE_APPLICATION_ABOVE_SUB_PANEL = FIRST_SUB_WINDOW + 5;
/**
* End of types of sub-windows.
*/
public static final int LAST_SUB_WINDOW = 1999;
/**
* Start of system-specific window types. These are not normally
* created by applications.
*/
public static final int FIRST_SYSTEM_WINDOW = 2000;
/**
* Window type: the status bar. There can be only one status bar
* window; it is placed at the top of the screen, and all other
* windows are shifted down so they are below it.
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW;
/**
* Window type: the search bar. There can be only one search bar
* window; it is placed at the top of the screen.
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1;
/**
* Window type: phone. These are non-application windows providing
* user interaction with the phone (in particular incoming calls).
* These windows are normally placed above all applications, but behind
* the status bar.
* In multiuser systems shows on all users' windows.
* @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
*/
@Deprecated
public static final int TYPE_PHONE = FIRST_SYSTEM_WINDOW+2;
/**
* Window type: system window, such as low power alert. These windows
* are always on top of application windows.
* In multiuser systems shows only on the owning user's window.
* @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
*/
@Deprecated
public static final int TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3;
/**
* Window type: keyguard window.
* In multiuser systems shows on all users' windows.
* @removed
*/
public static final int TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4;
/**
* Window type: transient notifications.
* In multiuser systems shows only on the owning user's window.
* @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
*/
@Deprecated
public static final int TYPE_TOAST = FIRST_SYSTEM_WINDOW+5;
/**
* Window type: system overlay windows, which need to be displayed
* on top of everything else. These windows must not take input
* focus, or they will interfere with the keyguard.
* In multiuser systems shows only on the owning user's window.
* @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
*/
@Deprecated
public static final int TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6;
/**
* Window type: priority phone UI, which needs to be displayed even if
* the keyguard is active. These windows must not take input
* focus, or they will interfere with the keyguard.
* In multiuser systems shows on all users' windows.
* @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
*/
@Deprecated
public static final int TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7;
/**
* Window type: panel that slides out from the status bar
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8;
/**
* Window type: dialogs that the keyguard shows
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9;
/**
* Window type: internal system error windows, appear on top of
* everything they can.
* In multiuser systems shows only on the owning user's window.
* @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
*/
@Deprecated
public static final int TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10;
/**
* Window type: internal input methods windows, which appear above
* the normal UI. Application windows may be resized or panned to keep
* the input focus visible while this window is displayed.
* In multiuser systems shows only on the owning user's window.
*/
public static final int TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11;
/**
* Window type: internal input methods dialog windows, which appear above
* the current input method window.
* In multiuser systems shows only on the owning user's window.
*/
public static final int TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12;
/**
* Window type: wallpaper window, placed behind any window that wants
* to sit on top of the wallpaper.
* In multiuser systems shows only on the owning user's window.
*/
public static final int TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13;
/**
* Window type: panel that slides out from over the status bar
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14;
/**
* Window type: secure system overlay windows, which need to be displayed
* on top of everything else. These windows must not take input
* focus, or they will interfere with the keyguard.
*
* This is exactly like {@link #TYPE_SYSTEM_OVERLAY} except that only the
* system itself is allowed to create these overlays. Applications cannot
* obtain permission to create secure system overlays.
*
* In multiuser systems shows only on the owning user's window.
* @hide
*/
public static final int TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15;
/**
* Window type: the drag-and-drop pseudowindow. There is only one
* drag layer (at most), and it is placed on top of all other windows.
* In multiuser systems shows only on the owning user's window.
* @hide
*/
public static final int TYPE_DRAG = FIRST_SYSTEM_WINDOW+16;
/**
* Window type: panel that slides out from under the status bar
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_STATUS_BAR_SUB_PANEL = FIRST_SYSTEM_WINDOW+17;
/**
* Window type: (mouse) pointer
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_POINTER = FIRST_SYSTEM_WINDOW+18;
/**
* Window type: Navigation bar (when distinct from status bar)
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_NAVIGATION_BAR = FIRST_SYSTEM_WINDOW+19;
/**
* Window type: The volume level overlay/dialog shown when the user
* changes the system volume.
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_VOLUME_OVERLAY = FIRST_SYSTEM_WINDOW+20;
/**
* Window type: The boot progress dialog, goes on top of everything
* in the world.
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_BOOT_PROGRESS = FIRST_SYSTEM_WINDOW+21;
/**
* Window type to consume input events when the systemUI bars are hidden.
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_INPUT_CONSUMER = FIRST_SYSTEM_WINDOW+22;
/**
* Window type: Dreams (screen saver) window, just above keyguard.
* In multiuser systems shows only on the owning user's window.
* @hide
*/
public static final int TYPE_DREAM = FIRST_SYSTEM_WINDOW+23;
/**
* Window type: Navigation bar panel (when navigation bar is distinct from status bar)
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_NAVIGATION_BAR_PANEL = FIRST_SYSTEM_WINDOW+24;
/**
* Window type: Display overlay window. Used to simulate secondary display devices.
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_DISPLAY_OVERLAY = FIRST_SYSTEM_WINDOW+26;
/**
* Window type: Magnification overlay window. Used to highlight the magnified
* portion of a display when accessibility magnification is enabled.
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_MAGNIFICATION_OVERLAY = FIRST_SYSTEM_WINDOW+27;
/**
* Window type: Window for Presentation on top of private
* virtual display.
*/
public static final int TYPE_PRIVATE_PRESENTATION = FIRST_SYSTEM_WINDOW+30;
/**
* Window type: Windows in the voice interaction layer.
* @hide
*/
public static final int TYPE_VOICE_INTERACTION = FIRST_SYSTEM_WINDOW+31;
/**
* Window type: Windows that are overlaid <em>only</em> by a connected {@link
* android.accessibilityservice.AccessibilityService} for interception of
* user interactions without changing the windows an accessibility service
* can introspect. In particular, an accessibility service can introspect
* only windows that a sighted user can interact with which is they can touch
* these windows or can type into these windows. For example, if there
* is a full screen accessibility overlay that is touchable, the windows
* below it will be introspectable by an accessibility service even though
* they are covered by a touchable window.
*/
public static final int TYPE_ACCESSIBILITY_OVERLAY = FIRST_SYSTEM_WINDOW+32;
/**
* Window type: Starting window for voice interaction layer.
* @hide
*/
public static final int TYPE_VOICE_INTERACTION_STARTING = FIRST_SYSTEM_WINDOW+33;
/**
* Window for displaying a handle used for resizing docked stacks. This window is owned
* by the system process.
* @hide
*/
public static final int TYPE_DOCK_DIVIDER = FIRST_SYSTEM_WINDOW+34;
/**
* Window type: like {@link #TYPE_APPLICATION_ATTACHED_DIALOG}, but used
* by Quick Settings Tiles.
* @hide
*/
public static final int TYPE_QS_DIALOG = FIRST_SYSTEM_WINDOW+35;
/**
* Window type: shares similar characteristics with {@link #TYPE_DREAM}. The layer is
* reserved for screenshot region selection. These windows must not take input focus.
* @hide
*/
public static final int TYPE_SCREENSHOT = FIRST_SYSTEM_WINDOW + 36;
/**
* Window type: Window for Presentation on an external display.
* @see android.app.Presentation
* @hide
*/
public static final int TYPE_PRESENTATION = FIRST_SYSTEM_WINDOW + 37;
/**
* Window type: Application overlay windows are displayed above all activity windows
* (types between {@link #FIRST_APPLICATION_WINDOW} and {@link #LAST_APPLICATION_WINDOW})
* but below critical system windows like the status bar or IME.
* <p>
* The system may change the position, size, or visibility of these windows at anytime
* to reduce visual clutter to the user and also manage resources.
* <p>
* Requires {@link android.Manifest.permission#SYSTEM_ALERT_WINDOW} permission.
* <p>
* The system will adjust the importance of processes with this window type to reduce the
* chance of the low-memory-killer killing them.
* <p>
* In multi-user systems shows only on the owning user's screen.
*/
public static final int TYPE_APPLICATION_OVERLAY = FIRST_SYSTEM_WINDOW + 38;
/**
* End of types of system windows.
*/
public static final int LAST_SYSTEM_WINDOW = 2999;
/**
* @hide
* Used internally when there is no suitable type available.
*/
public static final int INVALID_WINDOW_TYPE = -1;
/**
* Return true if the window type is an alert window.
*
* @param type The window type.
* @return If the window type is an alert window.
* @hide
*/
public static boolean isSystemAlertWindowType(int type) {
switch (type) {
case TYPE_PHONE:
case TYPE_PRIORITY_PHONE:
case TYPE_SYSTEM_ALERT:
case TYPE_SYSTEM_ERROR:
case TYPE_SYSTEM_OVERLAY:
case TYPE_APPLICATION_OVERLAY:
return true;
}
return false;
}
/** @deprecated this is ignored, this value is set automatically when needed. */
@Deprecated
public static final int MEMORY_TYPE_NORMAL = 0;
/** @deprecated this is ignored, this value is set automatically when needed. */
@Deprecated
public static final int MEMORY_TYPE_HARDWARE = 1;
/** @deprecated this is ignored, this value is set automatically when needed. */
@Deprecated
public static final int MEMORY_TYPE_GPU = 2;
/** @deprecated this is ignored, this value is set automatically when needed. */
@Deprecated
public static final int MEMORY_TYPE_PUSH_BUFFERS = 3;
/**
* @deprecated this is ignored
*/
@Deprecated
public int memoryType;
/** Window flag: as long as this window is visible to the user, allow
* the lock screen to activate while the screen is on.
* This can be used independently, or in combination with
* {@link #FLAG_KEEP_SCREEN_ON} and/or {@link #FLAG_SHOW_WHEN_LOCKED} */
public static final int FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001;
/** Window flag: everything behind this window will be dimmed.
* Use {@link #dimAmount} to control the amount of dim. */
public static final int FLAG_DIM_BEHIND = 0x00000002;
/** Window flag: blur everything behind this window.
* @deprecated Blurring is no longer supported. */
@Deprecated
public static final int FLAG_BLUR_BEHIND = 0x00000004;
/** Window flag: this window won't ever get key input focus, so the
* user can not send key or other button events to it. Those will
* instead go to whatever focusable window is behind it. This flag
* will also enable {@link #FLAG_NOT_TOUCH_MODAL} whether or not that
* is explicitly set.
*
* <p>Setting this flag also implies that the window will not need to
* interact with
* a soft input method, so it will be Z-ordered and positioned
* independently of any active input method (typically this means it
* gets Z-ordered on top of the input method, so it can use the full
* screen for its content and cover the input method if needed. You
* can use {@link #FLAG_ALT_FOCUSABLE_IM} to modify this behavior. */
public static final int FLAG_NOT_FOCUSABLE = 0x00000008;
/** Window flag: this window can never receive touch events. */
public static final int FLAG_NOT_TOUCHABLE = 0x00000010;
/** Window flag: even when this window is focusable (its
* {@link #FLAG_NOT_FOCUSABLE} is not set), allow any pointer events
* outside of the window to be sent to the windows behind it. Otherwise
* it will consume all pointer events itself, regardless of whether they
* are inside of the window. */
public static final int FLAG_NOT_TOUCH_MODAL = 0x00000020;
/** Window flag: when set, if the device is asleep when the touch
* screen is pressed, you will receive this first touch event. Usually
* the first touch event is consumed by the system since the user can
* not see what they are pressing on.
*
* @deprecated This flag has no effect.
*/
@Deprecated
public static final int FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040;
/** Window flag: as long as this window is visible to the user, keep
* the device's screen turned on and bright. */
public static final int FLAG_KEEP_SCREEN_ON = 0x00000080;
/** Window flag: place the window within the entire screen, ignoring
* decorations around the border (such as the status bar). The
* window must correctly position its contents to take the screen
* decoration into account. This flag is normally set for you
* by Window as described in {@link Window#setFlags}. */
public static final int FLAG_LAYOUT_IN_SCREEN = 0x00000100;
/** Window flag: allow window to extend outside of the screen. */
public static final int FLAG_LAYOUT_NO_LIMITS = 0x00000200;
/**
* Window flag: hide all screen decorations (such as the status bar) while
* this window is displayed. This allows the window to use the entire
* display space for itself -- the status bar will be hidden when
* an app window with this flag set is on the top layer. A fullscreen window
* will ignore a value of {@link #SOFT_INPUT_ADJUST_RESIZE} for the window's
* {@link #softInputMode} field; the window will stay fullscreen
* and will not resize.
*
* <p>This flag can be controlled in your theme through the
* {@link android.R.attr#windowFullscreen} attribute; this attribute
* is automatically set for you in the standard fullscreen themes
* such as {@link android.R.style#Theme_NoTitleBar_Fullscreen},
* {@link android.R.style#Theme_Black_NoTitleBar_Fullscreen},
* {@link android.R.style#Theme_Light_NoTitleBar_Fullscreen},
* {@link android.R.style#Theme_Holo_NoActionBar_Fullscreen},
* {@link android.R.style#Theme_Holo_Light_NoActionBar_Fullscreen},
* {@link android.R.style#Theme_DeviceDefault_NoActionBar_Fullscreen}, and
* {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Fullscreen}.</p>
*/
public static final int FLAG_FULLSCREEN = 0x00000400;
/** Window flag: override {@link #FLAG_FULLSCREEN} and force the
* screen decorations (such as the status bar) to be shown. */
public static final int FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
/** Window flag: turn on dithering when compositing this window to
* the screen.
* @deprecated This flag is no longer used. */
@Deprecated
public static final int FLAG_DITHER = 0x00001000;
/** Window flag: treat the content of the window as secure, preventing
* it from appearing in screenshots or from being viewed on non-secure
* displays.
*
* <p>See {@link android.view.Display#FLAG_SECURE} for more details about
* secure surfaces and secure displays.
*/
public static final int FLAG_SECURE = 0x00002000;
/** Window flag: a special mode where the layout parameters are used
* to perform scaling of the surface when it is composited to the
* screen. */
public static final int FLAG_SCALED = 0x00004000;
/** Window flag: intended for windows that will often be used when the user is
* holding the screen against their face, it will aggressively filter the event
* stream to prevent unintended presses in this situation that may not be
* desired for a particular window, when such an event stream is detected, the
* application will receive a CANCEL motion event to indicate this so applications
* can handle this accordingly by taking no action on the event
* until the finger is released. */
public static final int FLAG_IGNORE_CHEEK_PRESSES = 0x00008000;
/** Window flag: a special option only for use in combination with
* {@link #FLAG_LAYOUT_IN_SCREEN}. When requesting layout in the
* screen your window may appear on top of or behind screen decorations
* such as the status bar. By also including this flag, the window
* manager will report the inset rectangle needed to ensure your
* content is not covered by screen decorations. This flag is normally
* set for you by Window as described in {@link Window#setFlags}.*/
public static final int FLAG_LAYOUT_INSET_DECOR = 0x00010000;
/** Window flag: invert the state of {@link #FLAG_NOT_FOCUSABLE} with
* respect to how this window interacts with the current method. That
* is, if FLAG_NOT_FOCUSABLE is set and this flag is set, then the
* window will behave as if it needs to interact with the input method
* and thus be placed behind/away from it; if FLAG_NOT_FOCUSABLE is
* not set and this flag is set, then the window will behave as if it
* doesn't need to interact with the input method and can be placed
* to use more space and cover the input method.
*/
public static final int FLAG_ALT_FOCUSABLE_IM = 0x00020000;
/** Window flag: if you have set {@link #FLAG_NOT_TOUCH_MODAL}, you
* can set this flag to receive a single special MotionEvent with
* the action
* {@link MotionEvent#ACTION_OUTSIDE MotionEvent.ACTION_OUTSIDE} for
* touches that occur outside of your window. Note that you will not
* receive the full down/move/up gesture, only the location of the
* first down as an ACTION_OUTSIDE.
*/
public static final int FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000;
/** Window flag: special flag to let windows be shown when the screen
* is locked. This will let application windows take precedence over
* key guard or any other lock screens. Can be used with
* {@link #FLAG_KEEP_SCREEN_ON} to turn screen on and display windows
* directly before showing the key guard window. Can be used with
* {@link #FLAG_DISMISS_KEYGUARD} to automatically fully dismisss
* non-secure keyguards. This flag only applies to the top-most
* full-screen window.
*/
public static final int FLAG_SHOW_WHEN_LOCKED = 0x00080000;
/** Window flag: ask that the system wallpaper be shown behind
* your window. The window surface must be translucent to be able
* to actually see the wallpaper behind it; this flag just ensures
* that the wallpaper surface will be there if this window actually
* has translucent regions.
*
* <p>This flag can be controlled in your theme through the
* {@link android.R.attr#windowShowWallpaper} attribute; this attribute
* is automatically set for you in the standard wallpaper themes
* such as {@link android.R.style#Theme_Wallpaper},
* {@link android.R.style#Theme_Wallpaper_NoTitleBar},
* {@link android.R.style#Theme_Wallpaper_NoTitleBar_Fullscreen},
* {@link android.R.style#Theme_Holo_Wallpaper},
* {@link android.R.style#Theme_Holo_Wallpaper_NoTitleBar},
* {@link android.R.style#Theme_DeviceDefault_Wallpaper}, and
* {@link android.R.style#Theme_DeviceDefault_Wallpaper_NoTitleBar}.</p>
*/
public static final int FLAG_SHOW_WALLPAPER = 0x00100000;
/** Window flag: when set as a window is being added or made
* visible, once the window has been shown then the system will
* poke the power manager's user activity (as if the user had woken
* up the device) to turn the screen on. */
public static final int FLAG_TURN_SCREEN_ON = 0x00200000;
/** Window flag: when set the window will cause the keyguard to
* be dismissed, only if it is not a secure lock keyguard. Because such
* a keyguard is not needed for security, it will never re-appear if
* the user navigates to another window (in contrast to
* {@link #FLAG_SHOW_WHEN_LOCKED}, which will only temporarily
* hide both secure and non-secure keyguards but ensure they reappear
* when the user moves to another UI that doesn't hide them).
* If the keyguard is currently active and is secure (requires an
* unlock credential) than the user will still need to confirm it before
* seeing this window, unless {@link #FLAG_SHOW_WHEN_LOCKED} has
* also been set.
* @deprecated Use {@link #FLAG_SHOW_WHEN_LOCKED} or {@link KeyguardManager#dismissKeyguard}
* instead. Since keyguard was dismissed all the time as long as an activity with this flag
* on its window was focused, keyguard couldn't guard against unintentional touches on the
* screen, which isn't desired.
*/
@Deprecated
public static final int FLAG_DISMISS_KEYGUARD = 0x00400000;
/** Window flag: when set the window will accept for touch events
* outside of its bounds to be sent to other windows that also
* support split touch. When this flag is not set, the first pointer
* that goes down determines the window to which all subsequent touches
* go until all pointers go up. When this flag is set, each pointer
* (not necessarily the first) that goes down determines the window
* to which all subsequent touches of that pointer will go until that
* pointer goes up thereby enabling touches with multiple pointers
* to be split across multiple windows.
*/
public static final int FLAG_SPLIT_TOUCH = 0x00800000;
/**
* <p>Indicates whether this window should be hardware accelerated.
* Requesting hardware acceleration does not guarantee it will happen.</p>
*
* <p>This flag can be controlled programmatically <em>only</em> to enable
* hardware acceleration. To enable hardware acceleration for a given
* window programmatically, do the following:</p>
*
* <pre>
* Window w = activity.getWindow(); // in Activity's onCreate() for instance
* w.setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED,
* WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
* </pre>
*
* <p>It is important to remember that this flag <strong>must</strong>
* be set before setting the content view of your activity or dialog.</p>
*
* <p>This flag cannot be used to disable hardware acceleration after it
* was enabled in your manifest using
* {@link android.R.attr#hardwareAccelerated}. If you need to selectively
* and programmatically disable hardware acceleration (for automated testing
* for instance), make sure it is turned off in your manifest and enable it
* on your activity or dialog when you need it instead, using the method
* described above.</p>
*
* <p>This flag is automatically set by the system if the
* {@link android.R.attr#hardwareAccelerated android:hardwareAccelerated}
* XML attribute is set to true on an activity or on the application.</p>
*/
public static final int FLAG_HARDWARE_ACCELERATED = 0x01000000;
/**
* Window flag: allow window contents to extend in to the screen's
* overscan area, if there is one. The window should still correctly
* position its contents to take the overscan area into account.
*
* <p>This flag can be controlled in your theme through the
* {@link android.R.attr#windowOverscan} attribute; this attribute
* is automatically set for you in the standard overscan themes
* such as
* {@link android.R.style#Theme_Holo_NoActionBar_Overscan},
* {@link android.R.style#Theme_Holo_Light_NoActionBar_Overscan},
* {@link android.R.style#Theme_DeviceDefault_NoActionBar_Overscan}, and
* {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Overscan}.</p>
*
* <p>When this flag is enabled for a window, its normal content may be obscured
* to some degree by the overscan region of the display. To ensure key parts of
* that content are visible to the user, you can use
* {@link View#setFitsSystemWindows(boolean) View.setFitsSystemWindows(boolean)}
* to set the point in the view hierarchy where the appropriate offsets should
* be applied. (This can be done either by directly calling this function, using
* the {@link android.R.attr#fitsSystemWindows} attribute in your view hierarchy,
* or implementing you own {@link View#fitSystemWindows(android.graphics.Rect)
* View.fitSystemWindows(Rect)} method).</p>
*
* <p>This mechanism for positioning content elements is identical to its equivalent
* use with layout and {@link View#setSystemUiVisibility(int)
* View.setSystemUiVisibility(int)}; here is an example layout that will correctly
* position its UI elements with this overscan flag is set:</p>
*
* {@sample development/samples/ApiDemos/res/layout/overscan_activity.xml complete}
*/
public static final int FLAG_LAYOUT_IN_OVERSCAN = 0x02000000;
/**
* Window flag: request a translucent status bar with minimal system-provided
* background protection.
*
* <p>This flag can be controlled in your theme through the
* {@link android.R.attr#windowTranslucentStatus} attribute; this attribute
* is automatically set for you in the standard translucent decor themes
* such as
* {@link android.R.style#Theme_Holo_NoActionBar_TranslucentDecor},
* {@link android.R.style#Theme_Holo_Light_NoActionBar_TranslucentDecor},
* {@link android.R.style#Theme_DeviceDefault_NoActionBar_TranslucentDecor}, and
* {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor}.</p>
*
* <p>When this flag is enabled for a window, it automatically sets
* the system UI visibility flags {@link View#SYSTEM_UI_FLAG_LAYOUT_STABLE} and
* {@link View#SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN}.</p>
*/
public static final int FLAG_TRANSLUCENT_STATUS = 0x04000000;
/**
* Window flag: request a translucent navigation bar with minimal system-provided
* background protection.
*
* <p>This flag can be controlled in your theme through the
* {@link android.R.attr#windowTranslucentNavigation} attribute; this attribute
* is automatically set for you in the standard translucent decor themes
* such as
* {@link android.R.style#Theme_Holo_NoActionBar_TranslucentDecor},
* {@link android.R.style#Theme_Holo_Light_NoActionBar_TranslucentDecor},
* {@link android.R.style#Theme_DeviceDefault_NoActionBar_TranslucentDecor}, and
* {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor}.</p>
*
* <p>When this flag is enabled for a window, it automatically sets
* the system UI visibility flags {@link View#SYSTEM_UI_FLAG_LAYOUT_STABLE} and
* {@link View#SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION}.</p>
*/
public static final int FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
/**
* Flag for a window in local focus mode.
* Window in local focus mode can control focus independent of window manager using
* {@link Window#setLocalFocus(boolean, boolean)}.
* Usually window in this mode will not get touch/key events from window manager, but will
* get events only via local injection using {@link Window#injectInputEvent(InputEvent)}.
*/
public static final int FLAG_LOCAL_FOCUS_MODE = 0x10000000;
/** Window flag: Enable touches to slide out of a window into neighboring
* windows in mid-gesture instead of being captured for the duration of
* the gesture.
*
* This flag changes the behavior of touch focus for this window only.
* Touches can slide out of the window but they cannot necessarily slide
* back in (unless the other window with touch focus permits it).
*
* {@hide}
*/
public static final int FLAG_SLIPPERY = 0x20000000;
/**
* Window flag: When requesting layout with an attached window, the attached window may
* overlap with the screen decorations of the parent window such as the navigation bar. By
* including this flag, the window manager will layout the attached window within the decor
* frame of the parent window such that it doesn't overlap with screen decorations.
*/
public static final int FLAG_LAYOUT_ATTACHED_IN_DECOR = 0x40000000;
/**
* Flag indicating that this Window is responsible for drawing the background for the
* system bars. If set, the system bars are drawn with a transparent background and the
* corresponding areas in this window are filled with the colors specified in
* {@link Window#getStatusBarColor()} and {@link Window#getNavigationBarColor()}.
*/
public static final int FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS = 0x80000000;
/**
* Various behavioral options/flags. Default is none.
*
* @see #FLAG_ALLOW_LOCK_WHILE_SCREEN_ON
* @see #FLAG_DIM_BEHIND
* @see #FLAG_NOT_FOCUSABLE
* @see #FLAG_NOT_TOUCHABLE
* @see #FLAG_NOT_TOUCH_MODAL
* @see #FLAG_TOUCHABLE_WHEN_WAKING
* @see #FLAG_KEEP_SCREEN_ON
* @see #FLAG_LAYOUT_IN_SCREEN
* @see #FLAG_LAYOUT_NO_LIMITS
* @see #FLAG_FULLSCREEN
* @see #FLAG_FORCE_NOT_FULLSCREEN
* @see #FLAG_SECURE
* @see #FLAG_SCALED
* @see #FLAG_IGNORE_CHEEK_PRESSES
* @see #FLAG_LAYOUT_INSET_DECOR
* @see #FLAG_ALT_FOCUSABLE_IM
* @see #FLAG_WATCH_OUTSIDE_TOUCH
* @see #FLAG_SHOW_WHEN_LOCKED
* @see #FLAG_SHOW_WALLPAPER
* @see #FLAG_TURN_SCREEN_ON
* @see #FLAG_DISMISS_KEYGUARD
* @see #FLAG_SPLIT_TOUCH
* @see #FLAG_HARDWARE_ACCELERATED
* @see #FLAG_LOCAL_FOCUS_MODE
* @see #FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS
*/
@ViewDebug.ExportedProperty(flagMapping = {
@ViewDebug.FlagToString(mask = FLAG_ALLOW_LOCK_WHILE_SCREEN_ON, equals = FLAG_ALLOW_LOCK_WHILE_SCREEN_ON,
name = "FLAG_ALLOW_LOCK_WHILE_SCREEN_ON"),
@ViewDebug.FlagToString(mask = FLAG_DIM_BEHIND, equals = FLAG_DIM_BEHIND,
name = "FLAG_DIM_BEHIND"),
@ViewDebug.FlagToString(mask = FLAG_BLUR_BEHIND, equals = FLAG_BLUR_BEHIND,
name = "FLAG_BLUR_BEHIND"),
@ViewDebug.FlagToString(mask = FLAG_NOT_FOCUSABLE, equals = FLAG_NOT_FOCUSABLE,
name = "FLAG_NOT_FOCUSABLE"),
@ViewDebug.FlagToString(mask = FLAG_NOT_TOUCHABLE, equals = FLAG_NOT_TOUCHABLE,
name = "FLAG_NOT_TOUCHABLE"),
@ViewDebug.FlagToString(mask = FLAG_NOT_TOUCH_MODAL, equals = FLAG_NOT_TOUCH_MODAL,
name = "FLAG_NOT_TOUCH_MODAL"),
@ViewDebug.FlagToString(mask = FLAG_TOUCHABLE_WHEN_WAKING, equals = FLAG_TOUCHABLE_WHEN_WAKING,
name = "FLAG_TOUCHABLE_WHEN_WAKING"),
@ViewDebug.FlagToString(mask = FLAG_KEEP_SCREEN_ON, equals = FLAG_KEEP_SCREEN_ON,
name = "FLAG_KEEP_SCREEN_ON"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_IN_SCREEN, equals = FLAG_LAYOUT_IN_SCREEN,
name = "FLAG_LAYOUT_IN_SCREEN"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_NO_LIMITS, equals = FLAG_LAYOUT_NO_LIMITS,
name = "FLAG_LAYOUT_NO_LIMITS"),
@ViewDebug.FlagToString(mask = FLAG_FULLSCREEN, equals = FLAG_FULLSCREEN,
name = "FLAG_FULLSCREEN"),
@ViewDebug.FlagToString(mask = FLAG_FORCE_NOT_FULLSCREEN, equals = FLAG_FORCE_NOT_FULLSCREEN,
name = "FLAG_FORCE_NOT_FULLSCREEN"),
@ViewDebug.FlagToString(mask = FLAG_DITHER, equals = FLAG_DITHER,
name = "FLAG_DITHER"),
@ViewDebug.FlagToString(mask = FLAG_SECURE, equals = FLAG_SECURE,
name = "FLAG_SECURE"),
@ViewDebug.FlagToString(mask = FLAG_SCALED, equals = FLAG_SCALED,
name = "FLAG_SCALED"),
@ViewDebug.FlagToString(mask = FLAG_IGNORE_CHEEK_PRESSES, equals = FLAG_IGNORE_CHEEK_PRESSES,
name = "FLAG_IGNORE_CHEEK_PRESSES"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_INSET_DECOR, equals = FLAG_LAYOUT_INSET_DECOR,
name = "FLAG_LAYOUT_INSET_DECOR"),
@ViewDebug.FlagToString(mask = FLAG_ALT_FOCUSABLE_IM, equals = FLAG_ALT_FOCUSABLE_IM,
name = "FLAG_ALT_FOCUSABLE_IM"),
@ViewDebug.FlagToString(mask = FLAG_WATCH_OUTSIDE_TOUCH, equals = FLAG_WATCH_OUTSIDE_TOUCH,
name = "FLAG_WATCH_OUTSIDE_TOUCH"),
@ViewDebug.FlagToString(mask = FLAG_SHOW_WHEN_LOCKED, equals = FLAG_SHOW_WHEN_LOCKED,
name = "FLAG_SHOW_WHEN_LOCKED"),
@ViewDebug.FlagToString(mask = FLAG_SHOW_WALLPAPER, equals = FLAG_SHOW_WALLPAPER,
name = "FLAG_SHOW_WALLPAPER"),
@ViewDebug.FlagToString(mask = FLAG_TURN_SCREEN_ON, equals = FLAG_TURN_SCREEN_ON,
name = "FLAG_TURN_SCREEN_ON"),
@ViewDebug.FlagToString(mask = FLAG_DISMISS_KEYGUARD, equals = FLAG_DISMISS_KEYGUARD,
name = "FLAG_DISMISS_KEYGUARD"),
@ViewDebug.FlagToString(mask = FLAG_SPLIT_TOUCH, equals = FLAG_SPLIT_TOUCH,
name = "FLAG_SPLIT_TOUCH"),
@ViewDebug.FlagToString(mask = FLAG_HARDWARE_ACCELERATED, equals = FLAG_HARDWARE_ACCELERATED,
name = "FLAG_HARDWARE_ACCELERATED"),
@ViewDebug.FlagToString(mask = FLAG_LOCAL_FOCUS_MODE, equals = FLAG_LOCAL_FOCUS_MODE,
name = "FLAG_LOCAL_FOCUS_MODE"),
@ViewDebug.FlagToString(mask = FLAG_TRANSLUCENT_STATUS, equals = FLAG_TRANSLUCENT_STATUS,
name = "FLAG_TRANSLUCENT_STATUS"),
@ViewDebug.FlagToString(mask = FLAG_TRANSLUCENT_NAVIGATION, equals = FLAG_TRANSLUCENT_NAVIGATION,
name = "FLAG_TRANSLUCENT_NAVIGATION"),
@ViewDebug.FlagToString(mask = FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS, equals = FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS,
name = "FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS")
}, formatToHexString = true)
public int flags;
/**
* If the window has requested hardware acceleration, but this is not
* allowed in the process it is in, then still render it as if it is
* hardware accelerated. This is used for the starting preview windows
* in the system process, which don't need to have the overhead of
* hardware acceleration (they are just a static rendering), but should
* be rendered as such to match the actual window of the app even if it
* is hardware accelerated.
* Even if the window isn't hardware accelerated, still do its rendering
* as if it was.
* Like {@link #FLAG_HARDWARE_ACCELERATED} except for trusted system windows
* that need hardware acceleration (e.g. LockScreen), where hardware acceleration
* is generally disabled. This flag must be specified in addition to
* {@link #FLAG_HARDWARE_ACCELERATED} to enable hardware acceleration for system
* windows.
*
* @hide
*/
public static final int PRIVATE_FLAG_FAKE_HARDWARE_ACCELERATED = 0x00000001;
/**
* In the system process, we globally do not use hardware acceleration
* because there are many threads doing UI there and they conflict.
* If certain parts of the UI that really do want to use hardware
* acceleration, this flag can be set to force it. This is basically
* for the lock screen. Anyone else using it, you are probably wrong.
*
* @hide
*/
public static final int PRIVATE_FLAG_FORCE_HARDWARE_ACCELERATED = 0x00000002;
/**
* By default, wallpapers are sent new offsets when the wallpaper is scrolled. Wallpapers
* may elect to skip these notifications if they are not doing anything productive with
* them (they do not affect the wallpaper scrolling operation) by calling
* {@link
* android.service.wallpaper.WallpaperService.Engine#setOffsetNotificationsEnabled(boolean)}.
*
* @hide
*/
public static final int PRIVATE_FLAG_WANTS_OFFSET_NOTIFICATIONS = 0x00000004;
/** In a multiuser system if this flag is set and the owner is a system process then this
* window will appear on all user screens. This overrides the default behavior of window
* types that normally only appear on the owning user's screen. Refer to each window type
* to determine its default behavior.
*
* {@hide} */
public static final int PRIVATE_FLAG_SHOW_FOR_ALL_USERS = 0x00000010;
/**
* Never animate position changes of the window.
*
* {@hide}
*/
@TestApi
public static final int PRIVATE_FLAG_NO_MOVE_ANIMATION = 0x00000040;
/** Window flag: special flag to limit the size of the window to be
* original size ([320x480] x density). Used to create window for applications
* running under compatibility mode.
*
* {@hide} */
public static final int PRIVATE_FLAG_COMPATIBLE_WINDOW = 0x00000080;
/** Window flag: a special option intended for system dialogs. When
* this flag is set, the window will demand focus unconditionally when
* it is created.
* {@hide} */
public static final int PRIVATE_FLAG_SYSTEM_ERROR = 0x00000100;
/** Window flag: maintain the previous translucent decor state when this window
* becomes top-most.
* {@hide} */
public static final int PRIVATE_FLAG_INHERIT_TRANSLUCENT_DECOR = 0x00000200;
/**
* Flag whether the current window is a keyguard window, meaning that it will hide all other
* windows behind it except for windows with flag {@link #FLAG_SHOW_WHEN_LOCKED} set.
* Further, this can only be set by {@link LayoutParams#TYPE_STATUS_BAR}.
* {@hide}
*/
public static final int PRIVATE_FLAG_KEYGUARD = 0x00000400;
/**
* Flag that prevents the wallpaper behind the current window from receiving touch events.
*
* {@hide}
*/
public static final int PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS = 0x00000800;
/**
* Flag to force the status bar window to be visible all the time. If the bar is hidden when
* this flag is set it will be shown again and the bar will have a transparent background.
* This can only be set by {@link LayoutParams#TYPE_STATUS_BAR}.
*
* {@hide}
*/
public static final int PRIVATE_FLAG_FORCE_STATUS_BAR_VISIBLE_TRANSPARENT = 0x00001000;
/**
* Flag indicating that the x, y, width, and height members should be
* ignored (and thus their previous value preserved). For example
* because they are being managed externally through repositionChild.
*
* {@hide}
*/
public static final int PRIVATE_FLAG_PRESERVE_GEOMETRY = 0x00002000;
/**
* Flag that will make window ignore app visibility and instead depend purely on the decor
* view visibility for determining window visibility. This is used by recents to keep
* drawing after it launches an app.
* @hide
*/
public static final int PRIVATE_FLAG_FORCE_DECOR_VIEW_VISIBILITY = 0x00004000;
/**
* Flag to indicate that this window is not expected to be replaced across
* configuration change triggered activity relaunches. In general the WindowManager
* expects Windows to be replaced after relaunch, and thus it will preserve their surfaces
* until the replacement is ready to show in order to prevent visual glitch. However
* some windows, such as PopupWindows expect to be cleared across configuration change,
* and thus should hint to the WindowManager that it should not wait for a replacement.
* @hide
*/
public static final int PRIVATE_FLAG_WILL_NOT_REPLACE_ON_RELAUNCH = 0x00008000;
/**
* Flag to indicate that this child window should always be laid-out in the parent
* frame regardless of the current windowing mode configuration.
* @hide
*/
public static final int PRIVATE_FLAG_LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME = 0x00010000;
/**
* Flag to indicate that this window is always drawing the status bar background, no matter
* what the other flags are.
* @hide
*/
public static final int PRIVATE_FLAG_FORCE_DRAW_STATUS_BAR_BACKGROUND = 0x00020000;
/**
* Flag to indicate that this window needs Sustained Performance Mode if
* the device supports it.
* @hide
*/
public static final int PRIVATE_FLAG_SUSTAINED_PERFORMANCE_MODE = 0x00040000;
/**
* Flag to indicate that this window is used as a task snapshot window. A task snapshot
* window is a starting window that gets shown with a screenshot from the previous state
* that is active until the app has drawn its first frame.
*
* <p>If this flag is set, SystemUI flags are ignored such that the real window behind can
* set the SystemUI flags.
* @hide
*/
public static final int PRIVATE_FLAG_TASK_SNAPSHOT = 0x00080000;
/**
* Control flags that are private to the platform.
* @hide
*/
@TestApi
public int privateFlags;
/**
* Value for {@link #needsMenuKey} for a window that has not explicitly specified if it
* needs {@link #NEEDS_MENU_SET_TRUE} or doesn't need {@link #NEEDS_MENU_SET_FALSE} a menu
* key. For this case, we should look at windows behind it to determine the appropriate
* value.
*
* @hide
*/
public static final int NEEDS_MENU_UNSET = 0;
/**
* Value for {@link #needsMenuKey} for a window that has explicitly specified it needs a
* menu key.
*
* @hide
*/
public static final int NEEDS_MENU_SET_TRUE = 1;
/**
* Value for {@link #needsMenuKey} for a window that has explicitly specified it doesn't
* needs a menu key.
*
* @hide
*/
public static final int NEEDS_MENU_SET_FALSE = 2;
/**
* State variable for a window belonging to an activity that responds to
* {@link KeyEvent#KEYCODE_MENU} and therefore needs a Menu key. For devices where Menu is a
* physical button this variable is ignored, but on devices where the Menu key is drawn in
* software it may be hidden unless this variable is set to {@link #NEEDS_MENU_SET_TRUE}.
*
* (Note that Action Bars, when available, are the preferred way to offer additional
* functions otherwise accessed via an options menu.)
*
* {@hide}
*/
public int needsMenuKey = NEEDS_MENU_UNSET;
/**
* Given a particular set of window manager flags, determine whether
* such a window may be a target for an input method when it has
* focus. In particular, this checks the
* {@link #FLAG_NOT_FOCUSABLE} and {@link #FLAG_ALT_FOCUSABLE_IM}
* flags and returns true if the combination of the two corresponds
* to a window that needs to be behind the input method so that the
* user can type into it.
*
* @param flags The current window manager flags.
*
* @return Returns true if such a window should be behind/interact
* with an input method, false if not.
*/
public static boolean mayUseInputMethod(int flags) {
switch (flags&(FLAG_NOT_FOCUSABLE|FLAG_ALT_FOCUSABLE_IM)) {
case 0:
case FLAG_NOT_FOCUSABLE|FLAG_ALT_FOCUSABLE_IM:
return true;
}
return false;
}
/**
* Mask for {@link #softInputMode} of the bits that determine the
* desired visibility state of the soft input area for this window.
*/
public static final int SOFT_INPUT_MASK_STATE = 0x0f;
/**
* Visibility state for {@link #softInputMode}: no state has been specified.
*/
public static final int SOFT_INPUT_STATE_UNSPECIFIED = 0;
/**
* Visibility state for {@link #softInputMode}: please don't change the state of
* the soft input area.
*/
public static final int SOFT_INPUT_STATE_UNCHANGED = 1;
/**
* Visibility state for {@link #softInputMode}: please hide any soft input
* area when normally appropriate (when the user is navigating
* forward to your window).
*/
public static final int SOFT_INPUT_STATE_HIDDEN = 2;
/**
* Visibility state for {@link #softInputMode}: please always hide any
* soft input area when this window receives focus.
*/
public static final int SOFT_INPUT_STATE_ALWAYS_HIDDEN = 3;
/**
* Visibility state for {@link #softInputMode}: please show the soft
* input area when normally appropriate (when the user is navigating
* forward to your window).
*/
public static final int SOFT_INPUT_STATE_VISIBLE = 4;
/**
* Visibility state for {@link #softInputMode}: please always make the
* soft input area visible when this window receives input focus.
*/
public static final int SOFT_INPUT_STATE_ALWAYS_VISIBLE = 5;
/**
* Mask for {@link #softInputMode} of the bits that determine the
* way that the window should be adjusted to accommodate the soft
* input window.
*/
public static final int SOFT_INPUT_MASK_ADJUST = 0xf0;
/** Adjustment option for {@link #softInputMode}: nothing specified.
* The system will try to pick one or
* the other depending on the contents of the window.
*/
public static final int SOFT_INPUT_ADJUST_UNSPECIFIED = 0x00;
/** Adjustment option for {@link #softInputMode}: set to allow the
* window to be resized when an input
* method is shown, so that its contents are not covered by the input
* method. This can <em>not</em> be combined with
* {@link #SOFT_INPUT_ADJUST_PAN}; if
* neither of these are set, then the system will try to pick one or
* the other depending on the contents of the window. If the window's
* layout parameter flags include {@link #FLAG_FULLSCREEN}, this
* value for {@link #softInputMode} will be ignored; the window will
* not resize, but will stay fullscreen.
*/
public static final int SOFT_INPUT_ADJUST_RESIZE = 0x10;
/** Adjustment option for {@link #softInputMode}: set to have a window
* pan when an input method is
* shown, so it doesn't need to deal with resizing but just panned
* by the framework to ensure the current input focus is visible. This
* can <em>not</em> be combined with {@link #SOFT_INPUT_ADJUST_RESIZE}; if
* neither of these are set, then the system will try to pick one or
* the other depending on the contents of the window.
*/
public static final int SOFT_INPUT_ADJUST_PAN = 0x20;
/** Adjustment option for {@link #softInputMode}: set to have a window
* not adjust for a shown input method. The window will not be resized,
* and it will not be panned to make its focus visible.
*/
public static final int SOFT_INPUT_ADJUST_NOTHING = 0x30;
/**
* Bit for {@link #softInputMode}: set when the user has navigated
* forward to the window. This is normally set automatically for
* you by the system, though you may want to set it in certain cases
* when you are displaying a window yourself. This flag will always
* be cleared automatically after the window is displayed.
*/
public static final int SOFT_INPUT_IS_FORWARD_NAVIGATION = 0x100;
/**
* An internal annotation for flags that can be specified to {@link #softInputMode}.
*
* @hide
*/
@Retention(RetentionPolicy.SOURCE)
@IntDef(flag = true, value = {
SOFT_INPUT_STATE_UNSPECIFIED,
SOFT_INPUT_STATE_UNCHANGED,
SOFT_INPUT_STATE_HIDDEN,
SOFT_INPUT_STATE_ALWAYS_HIDDEN,
SOFT_INPUT_STATE_VISIBLE,
SOFT_INPUT_STATE_ALWAYS_VISIBLE,
SOFT_INPUT_ADJUST_UNSPECIFIED,
SOFT_INPUT_ADJUST_RESIZE,
SOFT_INPUT_ADJUST_PAN,
SOFT_INPUT_ADJUST_NOTHING,
SOFT_INPUT_IS_FORWARD_NAVIGATION,
})
public @interface SoftInputModeFlags {}
/**
* Desired operating mode for any soft input area. May be any combination
* of:
*
* <ul>
* <li> One of the visibility states
* {@link #SOFT_INPUT_STATE_UNSPECIFIED}, {@link #SOFT_INPUT_STATE_UNCHANGED},
* {@link #SOFT_INPUT_STATE_HIDDEN}, {@link #SOFT_INPUT_STATE_ALWAYS_HIDDEN},
* {@link #SOFT_INPUT_STATE_VISIBLE}, or {@link #SOFT_INPUT_STATE_ALWAYS_VISIBLE}.
* <li> One of the adjustment options
* {@link #SOFT_INPUT_ADJUST_UNSPECIFIED}, {@link #SOFT_INPUT_ADJUST_RESIZE},
* {@link #SOFT_INPUT_ADJUST_PAN}, or {@link #SOFT_INPUT_ADJUST_NOTHING}.
* </ul>
*
*
* <p>This flag can be controlled in your theme through the
* {@link android.R.attr#windowSoftInputMode} attribute.</p>
*/
@SoftInputModeFlags
public int softInputMode;
/**
* Placement of window within the screen as per {@link Gravity}. Both
* {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int,
* android.graphics.Rect) Gravity.apply} and
* {@link Gravity#applyDisplay(int, android.graphics.Rect, android.graphics.Rect)
* Gravity.applyDisplay} are used during window layout, with this value
* given as the desired gravity. For example you can specify
* {@link Gravity#DISPLAY_CLIP_HORIZONTAL Gravity.DISPLAY_CLIP_HORIZONTAL} and
* {@link Gravity#DISPLAY_CLIP_VERTICAL Gravity.DISPLAY_CLIP_VERTICAL} here
* to control the behavior of
* {@link Gravity#applyDisplay(int, android.graphics.Rect, android.graphics.Rect)
* Gravity.applyDisplay}.
*
* @see Gravity
*/
public int gravity;
/**
* The horizontal margin, as a percentage of the container's width,
* between the container and the widget. See
* {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int,
* android.graphics.Rect) Gravity.apply} for how this is used. This
* field is added with {@link #x} to supply the <var>xAdj</var> parameter.
*/
public float horizontalMargin;
/**
* The vertical margin, as a percentage of the container's height,
* between the container and the widget. See
* {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int,
* android.graphics.Rect) Gravity.apply} for how this is used. This
* field is added with {@link #y} to supply the <var>yAdj</var> parameter.
*/
public float verticalMargin;
/**
* Positive insets between the drawing surface and window content.
*
* @hide
*/
public final Rect surfaceInsets = new Rect();
/**
* Whether the surface insets have been manually set. When set to
* {@code false}, the view root will automatically determine the
* appropriate surface insets.
*
* @see #surfaceInsets
* @hide
*/
public boolean hasManualSurfaceInsets;
/**
* Whether the previous surface insets should be used vs. what is currently set. When set
* to {@code true}, the view root will ignore surfaces insets in this object and use what
* it currently has.
*
* @see #surfaceInsets
* @hide
*/
public boolean preservePreviousSurfaceInsets = true;
/**
* The desired bitmap format. May be one of the constants in
* {@link android.graphics.PixelFormat}. The choice of format
* might be overridden by {@link #setColorMode(int)}. Default is OPAQUE.
*/
public int format;
/**
* A style resource defining the animations to use for this window.
* This must be a system resource; it can not be an application resource
* because the window manager does not have access to applications.
*/
public int windowAnimations;
/**
* An alpha value to apply to this entire window.
* An alpha of 1.0 means fully opaque and 0.0 means fully transparent
*/
public float alpha = 1.0f;
/**
* When {@link #FLAG_DIM_BEHIND} is set, this is the amount of dimming
* to apply. Range is from 1.0 for completely opaque to 0.0 for no
* dim.
*/
public float dimAmount = 1.0f;
/**
* Default value for {@link #screenBrightness} and {@link #buttonBrightness}
* indicating that the brightness value is not overridden for this window
* and normal brightness policy should be used.
*/
public static final float BRIGHTNESS_OVERRIDE_NONE = -1.0f;
/**
* Value for {@link #screenBrightness} and {@link #buttonBrightness}
* indicating that the screen or button backlight brightness should be set
* to the lowest value when this window is in front.
*/
public static final float BRIGHTNESS_OVERRIDE_OFF = 0.0f;
/**
* Value for {@link #screenBrightness} and {@link #buttonBrightness}
* indicating that the screen or button backlight brightness should be set
* to the hightest value when this window is in front.
*/
public static final float BRIGHTNESS_OVERRIDE_FULL = 1.0f;
/**
* This can be used to override the user's preferred brightness of
* the screen. A value of less than 0, the default, means to use the
* preferred screen brightness. 0 to 1 adjusts the brightness from
* dark to full bright.
*/
public float screenBrightness = BRIGHTNESS_OVERRIDE_NONE;
/**
* This can be used to override the standard behavior of the button and
* keyboard backlights. A value of less than 0, the default, means to
* use the standard backlight behavior. 0 to 1 adjusts the brightness
* from dark to full bright.
*/
public float buttonBrightness = BRIGHTNESS_OVERRIDE_NONE;
/**
* Value for {@link #rotationAnimation} which specifies that this
* window will visually rotate in or out following a rotation.
*/
public static final int ROTATION_ANIMATION_ROTATE = 0;
/**
* Value for {@link #rotationAnimation} which specifies that this
* window will fade in or out following a rotation.
*/
public static final int ROTATION_ANIMATION_CROSSFADE = 1;
/**
* Value for {@link #rotationAnimation} which specifies that this window
* will immediately disappear or appear following a rotation.
*/
public static final int ROTATION_ANIMATION_JUMPCUT = 2;
/**
* Value for {@link #rotationAnimation} to specify seamless rotation mode.
* This works like JUMPCUT but will fall back to CROSSFADE if rotation
* can't be applied without pausing the screen. For example, this is ideal
* for Camera apps which don't want the viewfinder contents to ever rotate
* or fade (and rather to be seamless) but also don't want ROTATION_ANIMATION_JUMPCUT
* during app transition scenarios where seamless rotation can't be applied.
*/
public static final int ROTATION_ANIMATION_SEAMLESS = 3;
/**
* Define the exit and entry animations used on this window when the device is rotated.
* This only has an affect if the incoming and outgoing topmost
* opaque windows have the #FLAG_FULLSCREEN bit set and are not covered
* by other windows. All other situations default to the
* {@link #ROTATION_ANIMATION_ROTATE} behavior.
*
* @see #ROTATION_ANIMATION_ROTATE
* @see #ROTATION_ANIMATION_CROSSFADE
* @see #ROTATION_ANIMATION_JUMPCUT
*/
public int rotationAnimation = ROTATION_ANIMATION_ROTATE;
/**
* Identifier for this window. This will usually be filled in for
* you.
*/
public IBinder token = null;
/**
* Name of the package owning this window.
*/
public String packageName = null;
/**
* Specific orientation value for a window.
* May be any of the same values allowed
* for {@link android.content.pm.ActivityInfo#screenOrientation}.
* If not set, a default value of
* {@link android.content.pm.ActivityInfo#SCREEN_ORIENTATION_UNSPECIFIED}
* will be used.
*/
public int screenOrientation = ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED;
/**
* The preferred refresh rate for the window.
*
* This must be one of the supported refresh rates obtained for the display(s) the window
* is on. The selected refresh rate will be applied to the display's default mode.
*
* This value is ignored if {@link #preferredDisplayModeId} is set.
*
* @see Display#getSupportedRefreshRates()
* @deprecated use {@link #preferredDisplayModeId} instead
*/
@Deprecated
public float preferredRefreshRate;
/**
* Id of the preferred display mode for the window.
* <p>
* This must be one of the supported modes obtained for the display(s) the window is on.
* A value of {@code 0} means no preference.
*
* @see Display#getSupportedModes()
* @see Display.Mode#getModeId()
*/
public int preferredDisplayModeId;
/**
* Control the visibility of the status bar.
*
* @see View#STATUS_BAR_VISIBLE
* @see View#STATUS_BAR_HIDDEN
*/
public int systemUiVisibility;
/**
* @hide
* The ui visibility as requested by the views in this hierarchy.
* the combined value should be systemUiVisibility | subtreeSystemUiVisibility.
*/
public int subtreeSystemUiVisibility;
/**
* Get callbacks about the system ui visibility changing.
*
* TODO: Maybe there should be a bitfield of optional callbacks that we need.
*
* @hide
*/
public boolean hasSystemUiListeners;
/**
* When this window has focus, disable touch pad pointer gesture processing.
* The window will receive raw position updates from the touch pad instead
* of pointer movements and synthetic touch events.
*
* @hide
*/
public static final int INPUT_FEATURE_DISABLE_POINTER_GESTURES = 0x00000001;
/**
* Does not construct an input channel for this window. The channel will therefore
* be incapable of receiving input.
*
* @hide
*/
public static final int INPUT_FEATURE_NO_INPUT_CHANNEL = 0x00000002;
/**
* When this window has focus, does not call user activity for all input events so
* the application will have to do it itself. Should only be used by
* the keyguard and phone app.
* <p>
* Should only be used by the keyguard and phone app.
* </p>
*
* @hide
*/
public static final int INPUT_FEATURE_DISABLE_USER_ACTIVITY = 0x00000004;
/**
* Control special features of the input subsystem.
*
* @see #INPUT_FEATURE_DISABLE_POINTER_GESTURES
* @see #INPUT_FEATURE_NO_INPUT_CHANNEL
* @see #INPUT_FEATURE_DISABLE_USER_ACTIVITY
* @hide
*/
public int inputFeatures;
/**
* Sets the number of milliseconds before the user activity timeout occurs
* when this window has focus. A value of -1 uses the standard timeout.
* A value of 0 uses the minimum support display timeout.
* <p>
* This property can only be used to reduce the user specified display timeout;
* it can never make the timeout longer than it normally would be.
* </p><p>
* Should only be used by the keyguard and phone app.
* </p>
*
* @hide
*/
public long userActivityTimeout = -1;
/**
* For windows with an anchor (e.g. PopupWindow), keeps track of the View that anchors the
* window.
*
* @hide
*/
public int accessibilityIdOfAnchor = -1;
/**
* The window title isn't kept in sync with what is displayed in the title bar, so we
* separately track the currently shown title to provide to accessibility.
*
* @hide
*/
@TestApi
public CharSequence accessibilityTitle;
/**
* Sets a timeout in milliseconds before which the window will be hidden
* by the window manager. Useful for transient notifications like toasts
* so we don't have to rely on client cooperation to ensure the window
* is hidden. Must be specified at window creation time. Note that apps
* are not prepared to handle their windows being removed without their
* explicit request and may try to interact with the removed window
* resulting in undefined behavior and crashes. Therefore, we do hide
* such windows to prevent them from overlaying other apps.
*
* @hide
*/
public long hideTimeoutMilliseconds = -1;
/**
* The color mode requested by this window. The target display may
* not be able to honor the request. When the color mode is not set
* to {@link ActivityInfo#COLOR_MODE_DEFAULT}, it might override the
* pixel format specified in {@link #format}.
*
* @hide
*/
@ActivityInfo.ColorMode
private int mColorMode = ActivityInfo.COLOR_MODE_DEFAULT;
public LayoutParams() {
super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
type = TYPE_APPLICATION;
format = PixelFormat.OPAQUE;
}
public LayoutParams(int _type) {
super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
type = _type;
format = PixelFormat.OPAQUE;
}
public LayoutParams(int _type, int _flags) {
super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
type = _type;
flags = _flags;
format = PixelFormat.OPAQUE;
}
public LayoutParams(int _type, int _flags, int _format) {
super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
type = _type;
flags = _flags;
format = _format;
}
public LayoutParams(int w, int h, int _type, int _flags, int _format) {
super(w, h);
type = _type;
flags = _flags;
format = _format;
}
public LayoutParams(int w, int h, int xpos, int ypos, int _type,
int _flags, int _format) {
super(w, h);
x = xpos;
y = ypos;
type = _type;
flags = _flags;
format = _format;
}
public final void setTitle(CharSequence title) {
if (null == title)
title = "";
mTitle = TextUtils.stringOrSpannedString(title);
}
public final CharSequence getTitle() {
return mTitle != null ? mTitle : "";
}
/**
* Sets the surface insets based on the elevation (visual z position) of the input view.
* @hide
*/
public final void setSurfaceInsets(View view, boolean manual, boolean preservePrevious) {
final int surfaceInset = (int) Math.ceil(view.getZ() * 2);
// Partial workaround for b/28318973. Every inset change causes a freeform window
// to jump a little for a few frames. If we never allow surface insets to decrease,
// they will stabilize quickly (often from the very beginning, as most windows start
// as focused).
// TODO(b/22668382) to fix this properly.
if (surfaceInset == 0) {
// OK to have 0 (this is the case for non-freeform windows).
surfaceInsets.set(0, 0, 0, 0);
} else {
surfaceInsets.set(
Math.max(surfaceInset, surfaceInsets.left),
Math.max(surfaceInset, surfaceInsets.top),
Math.max(surfaceInset, surfaceInsets.right),
Math.max(surfaceInset, surfaceInsets.bottom));
}
hasManualSurfaceInsets = manual;
preservePreviousSurfaceInsets = preservePrevious;
}
/**
* <p>Set the color mode of the window. Setting the color mode might
* override the window's pixel {@link WindowManager.LayoutParams#format format}.</p>
*
* <p>The color mode must be one of {@link ActivityInfo#COLOR_MODE_DEFAULT},
* {@link ActivityInfo#COLOR_MODE_WIDE_COLOR_GAMUT} or
* {@link ActivityInfo#COLOR_MODE_HDR}.</p>
*
* @see #getColorMode()
*/
public void setColorMode(@ActivityInfo.ColorMode int colorMode) {
mColorMode = colorMode;
}
/**
* Returns the color mode of the window, one of {@link ActivityInfo#COLOR_MODE_DEFAULT},
* {@link ActivityInfo#COLOR_MODE_WIDE_COLOR_GAMUT} or {@link ActivityInfo#COLOR_MODE_HDR}.
*
* @see #setColorMode(int)
*/
@ActivityInfo.ColorMode
public int getColorMode() {
return mColorMode;
}
/** @hide */
@SystemApi
public final void setUserActivityTimeout(long timeout) {
userActivityTimeout = timeout;
}
/** @hide */
@SystemApi
public final long getUserActivityTimeout() {
return userActivityTimeout;
}
public int describeContents() {
return 0;
}
public void writeToParcel(Parcel out, int parcelableFlags) {
out.writeInt(width);
out.writeInt(height);
out.writeInt(x);
out.writeInt(y);
out.writeInt(type);
out.writeInt(flags);
out.writeInt(privateFlags);
out.writeInt(softInputMode);
out.writeInt(gravity);
out.writeFloat(horizontalMargin);
out.writeFloat(verticalMargin);
out.writeInt(format);
out.writeInt(windowAnimations);
out.writeFloat(alpha);
out.writeFloat(dimAmount);
out.writeFloat(screenBrightness);
out.writeFloat(buttonBrightness);
out.writeInt(rotationAnimation);
out.writeStrongBinder(token);
out.writeString(packageName);
TextUtils.writeToParcel(mTitle, out, parcelableFlags);
out.writeInt(screenOrientation);
out.writeFloat(preferredRefreshRate);
out.writeInt(preferredDisplayModeId);
out.writeInt(systemUiVisibility);
out.writeInt(subtreeSystemUiVisibility);
out.writeInt(hasSystemUiListeners ? 1 : 0);
out.writeInt(inputFeatures);
out.writeLong(userActivityTimeout);
out.writeInt(surfaceInsets.left);
out.writeInt(surfaceInsets.top);
out.writeInt(surfaceInsets.right);
out.writeInt(surfaceInsets.bottom);
out.writeInt(hasManualSurfaceInsets ? 1 : 0);
out.writeInt(preservePreviousSurfaceInsets ? 1 : 0);
out.writeInt(needsMenuKey);
out.writeInt(accessibilityIdOfAnchor);
TextUtils.writeToParcel(accessibilityTitle, out, parcelableFlags);
out.writeLong(hideTimeoutMilliseconds);
}
public static final Parcelable.Creator<LayoutParams> CREATOR
= new Parcelable.Creator<LayoutParams>() {
public LayoutParams createFromParcel(Parcel in) {
return new LayoutParams(in);
}
public LayoutParams[] newArray(int size) {
return new LayoutParams[size];
}
};
public LayoutParams(Parcel in) {
width = in.readInt();
height = in.readInt();
x = in.readInt();
y = in.readInt();
type = in.readInt();
flags = in.readInt();
privateFlags = in.readInt();
softInputMode = in.readInt();
gravity = in.readInt();
horizontalMargin = in.readFloat();
verticalMargin = in.readFloat();
format = in.readInt();
windowAnimations = in.readInt();
alpha = in.readFloat();
dimAmount = in.readFloat();
screenBrightness = in.readFloat();
buttonBrightness = in.readFloat();
rotationAnimation = in.readInt();
token = in.readStrongBinder();
packageName = in.readString();
mTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in);
screenOrientation = in.readInt();
preferredRefreshRate = in.readFloat();
preferredDisplayModeId = in.readInt();
systemUiVisibility = in.readInt();
subtreeSystemUiVisibility = in.readInt();
hasSystemUiListeners = in.readInt() != 0;
inputFeatures = in.readInt();
userActivityTimeout = in.readLong();
surfaceInsets.left = in.readInt();
surfaceInsets.top = in.readInt();
surfaceInsets.right = in.readInt();
surfaceInsets.bottom = in.readInt();
hasManualSurfaceInsets = in.readInt() != 0;
preservePreviousSurfaceInsets = in.readInt() != 0;
needsMenuKey = in.readInt();
accessibilityIdOfAnchor = in.readInt();
accessibilityTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in);
hideTimeoutMilliseconds = in.readLong();
}
@SuppressWarnings({"PointlessBitwiseExpression"})
public static final int LAYOUT_CHANGED = 1<<0;
public static final int TYPE_CHANGED = 1<<1;
public static final int FLAGS_CHANGED = 1<<2;
public static final int FORMAT_CHANGED = 1<<3;
public static final int ANIMATION_CHANGED = 1<<4;
public static final int DIM_AMOUNT_CHANGED = 1<<5;
public static final int TITLE_CHANGED = 1<<6;
public static final int ALPHA_CHANGED = 1<<7;
public static final int MEMORY_TYPE_CHANGED = 1<<8;
public static final int SOFT_INPUT_MODE_CHANGED = 1<<9;
public static final int SCREEN_ORIENTATION_CHANGED = 1<<10;
public static final int SCREEN_BRIGHTNESS_CHANGED = 1<<11;
public static final int ROTATION_ANIMATION_CHANGED = 1<<12;
/** {@hide} */
public static final int BUTTON_BRIGHTNESS_CHANGED = 1<<13;
/** {@hide} */
public static final int SYSTEM_UI_VISIBILITY_CHANGED = 1<<14;
/** {@hide} */
public static final int SYSTEM_UI_LISTENER_CHANGED = 1<<15;
/** {@hide} */
public static final int INPUT_FEATURES_CHANGED = 1<<16;
/** {@hide} */
public static final int PRIVATE_FLAGS_CHANGED = 1<<17;
/** {@hide} */
public static final int USER_ACTIVITY_TIMEOUT_CHANGED = 1<<18;
/** {@hide} */
public static final int TRANSLUCENT_FLAGS_CHANGED = 1<<19;
/** {@hide} */
public static final int SURFACE_INSETS_CHANGED = 1<<20;
/** {@hide} */
public static final int PREFERRED_REFRESH_RATE_CHANGED = 1 << 21;
/** {@hide} */
public static final int NEEDS_MENU_KEY_CHANGED = 1 << 22;
/** {@hide} */
public static final int PREFERRED_DISPLAY_MODE_ID = 1 << 23;
/** {@hide} */
public static final int ACCESSIBILITY_ANCHOR_CHANGED = 1 << 24;
/** {@hide} */
@TestApi
public static final int ACCESSIBILITY_TITLE_CHANGED = 1 << 25;
/** {@hide} */
public static final int EVERYTHING_CHANGED = 0xffffffff;
// internal buffer to backup/restore parameters under compatibility mode.
private int[] mCompatibilityParamsBackup = null;
public final int copyFrom(LayoutParams o) {
int changes = 0;
if (width != o.width) {
width = o.width;
changes |= LAYOUT_CHANGED;
}
if (height != o.height) {
height = o.height;
changes |= LAYOUT_CHANGED;
}
if (x != o.x) {
x = o.x;
changes |= LAYOUT_CHANGED;
}
if (y != o.y) {
y = o.y;
changes |= LAYOUT_CHANGED;
}
if (horizontalWeight != o.horizontalWeight) {
horizontalWeight = o.horizontalWeight;
changes |= LAYOUT_CHANGED;
}
if (verticalWeight != o.verticalWeight) {
verticalWeight = o.verticalWeight;
changes |= LAYOUT_CHANGED;
}
if (horizontalMargin != o.horizontalMargin) {
horizontalMargin = o.horizontalMargin;
changes |= LAYOUT_CHANGED;
}
if (verticalMargin != o.verticalMargin) {
verticalMargin = o.verticalMargin;
changes |= LAYOUT_CHANGED;
}
if (type != o.type) {
type = o.type;
changes |= TYPE_CHANGED;
}
if (flags != o.flags) {
final int diff = flags ^ o.flags;
if ((diff & (FLAG_TRANSLUCENT_STATUS | FLAG_TRANSLUCENT_NAVIGATION)) != 0) {
changes |= TRANSLUCENT_FLAGS_CHANGED;
}
flags = o.flags;
changes |= FLAGS_CHANGED;
}
if (privateFlags != o.privateFlags) {
privateFlags = o.privateFlags;
changes |= PRIVATE_FLAGS_CHANGED;
}
if (softInputMode != o.softInputMode) {
softInputMode = o.softInputMode;
changes |= SOFT_INPUT_MODE_CHANGED;
}
if (gravity != o.gravity) {
gravity = o.gravity;
changes |= LAYOUT_CHANGED;
}
if (format != o.format) {
format = o.format;
changes |= FORMAT_CHANGED;
}
if (windowAnimations != o.windowAnimations) {
windowAnimations = o.windowAnimations;
changes |= ANIMATION_CHANGED;
}
if (token == null) {
// NOTE: token only copied if the recipient doesn't
// already have one.
token = o.token;
}
if (packageName == null) {
// NOTE: packageName only copied if the recipient doesn't
// already have one.
packageName = o.packageName;
}
if (!Objects.equals(mTitle, o.mTitle) && o.mTitle != null) {
// NOTE: mTitle only copied if the originator set one.
mTitle = o.mTitle;
changes |= TITLE_CHANGED;
}
if (alpha != o.alpha) {
alpha = o.alpha;
changes |= ALPHA_CHANGED;
}
if (dimAmount != o.dimAmount) {
dimAmount = o.dimAmount;
changes |= DIM_AMOUNT_CHANGED;
}
if (screenBrightness != o.screenBrightness) {
screenBrightness = o.screenBrightness;
changes |= SCREEN_BRIGHTNESS_CHANGED;
}
if (buttonBrightness != o.buttonBrightness) {
buttonBrightness = o.buttonBrightness;
changes |= BUTTON_BRIGHTNESS_CHANGED;
}
if (rotationAnimation != o.rotationAnimation) {
rotationAnimation = o.rotationAnimation;
changes |= ROTATION_ANIMATION_CHANGED;
}
if (screenOrientation != o.screenOrientation) {
screenOrientation = o.screenOrientation;
changes |= SCREEN_ORIENTATION_CHANGED;
}
if (preferredRefreshRate != o.preferredRefreshRate) {
preferredRefreshRate = o.preferredRefreshRate;
changes |= PREFERRED_REFRESH_RATE_CHANGED;
}
if (preferredDisplayModeId != o.preferredDisplayModeId) {
preferredDisplayModeId = o.preferredDisplayModeId;
changes |= PREFERRED_DISPLAY_MODE_ID;
}
if (systemUiVisibility != o.systemUiVisibility
|| subtreeSystemUiVisibility != o.subtreeSystemUiVisibility) {
systemUiVisibility = o.systemUiVisibility;
subtreeSystemUiVisibility = o.subtreeSystemUiVisibility;
changes |= SYSTEM_UI_VISIBILITY_CHANGED;
}
if (hasSystemUiListeners != o.hasSystemUiListeners) {
hasSystemUiListeners = o.hasSystemUiListeners;
changes |= SYSTEM_UI_LISTENER_CHANGED;
}
if (inputFeatures != o.inputFeatures) {
inputFeatures = o.inputFeatures;
changes |= INPUT_FEATURES_CHANGED;
}
if (userActivityTimeout != o.userActivityTimeout) {
userActivityTimeout = o.userActivityTimeout;
changes |= USER_ACTIVITY_TIMEOUT_CHANGED;
}
if (!surfaceInsets.equals(o.surfaceInsets)) {
surfaceInsets.set(o.surfaceInsets);
changes |= SURFACE_INSETS_CHANGED;
}
if (hasManualSurfaceInsets != o.hasManualSurfaceInsets) {
hasManualSurfaceInsets = o.hasManualSurfaceInsets;
changes |= SURFACE_INSETS_CHANGED;
}
if (preservePreviousSurfaceInsets != o.preservePreviousSurfaceInsets) {
preservePreviousSurfaceInsets = o.preservePreviousSurfaceInsets;
changes |= SURFACE_INSETS_CHANGED;
}
if (needsMenuKey != o.needsMenuKey) {
needsMenuKey = o.needsMenuKey;
changes |= NEEDS_MENU_KEY_CHANGED;
}
if (accessibilityIdOfAnchor != o.accessibilityIdOfAnchor) {
accessibilityIdOfAnchor = o.accessibilityIdOfAnchor;
changes |= ACCESSIBILITY_ANCHOR_CHANGED;
}
if (!Objects.equals(accessibilityTitle, o.accessibilityTitle)
&& o.accessibilityTitle != null) {
// NOTE: accessibilityTitle only copied if the originator set one.
accessibilityTitle = o.accessibilityTitle;
changes |= ACCESSIBILITY_TITLE_CHANGED;
}
// This can't change, it's only set at window creation time.
hideTimeoutMilliseconds = o.hideTimeoutMilliseconds;
return changes;
}
@Override
public String debug(String output) {
output += "Contents of " + this + ":";
Log.d("Debug", output);
output = super.debug("");
Log.d("Debug", output);
Log.d("Debug", "");
Log.d("Debug", "WindowManager.LayoutParams={title=" + mTitle + "}");
return "";
}
@Override
public String toString() {
StringBuilder sb = new StringBuilder(256);
sb.append("WM.LayoutParams{");
sb.append("(");
sb.append(x);
sb.append(',');
sb.append(y);
sb.append(")(");
sb.append((width == MATCH_PARENT ? "fill" : (width == WRAP_CONTENT
? "wrap" : String.valueOf(width))));
sb.append('x');
sb.append((height == MATCH_PARENT ? "fill" : (height == WRAP_CONTENT
? "wrap" : String.valueOf(height))));
sb.append(")");
if (horizontalMargin != 0) {
sb.append(" hm=");
sb.append(horizontalMargin);
}
if (verticalMargin != 0) {
sb.append(" vm=");
sb.append(verticalMargin);
}
if (gravity != 0) {
sb.append(" gr=#");
sb.append(Integer.toHexString(gravity));
}
if (softInputMode != 0) {
sb.append(" sim=#");
sb.append(Integer.toHexString(softInputMode));
}
sb.append(" ty=");
sb.append(type);
sb.append(" fl=#");
sb.append(Integer.toHexString(flags));
if (privateFlags != 0) {
if ((privateFlags & PRIVATE_FLAG_COMPATIBLE_WINDOW) != 0) {
sb.append(" compatible=true");
}
sb.append(" pfl=0x").append(Integer.toHexString(privateFlags));
}
if (format != PixelFormat.OPAQUE) {
sb.append(" fmt=");
sb.append(format);
}
if (windowAnimations != 0) {
sb.append(" wanim=0x");
sb.append(Integer.toHexString(windowAnimations));
}
if (screenOrientation != ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED) {
sb.append(" or=");
sb.append(screenOrientation);
}
if (alpha != 1.0f) {
sb.append(" alpha=");
sb.append(alpha);
}
if (screenBrightness != BRIGHTNESS_OVERRIDE_NONE) {
sb.append(" sbrt=");
sb.append(screenBrightness);
}
if (buttonBrightness != BRIGHTNESS_OVERRIDE_NONE) {
sb.append(" bbrt=");
sb.append(buttonBrightness);
}
if (rotationAnimation != ROTATION_ANIMATION_ROTATE) {
sb.append(" rotAnim=");
sb.append(rotationAnimation);
}
if (preferredRefreshRate != 0) {
sb.append(" preferredRefreshRate=");
sb.append(preferredRefreshRate);
}
if (preferredDisplayModeId != 0) {
sb.append(" preferredDisplayMode=");
sb.append(preferredDisplayModeId);
}
if (systemUiVisibility != 0) {
sb.append(" sysui=0x");
sb.append(Integer.toHexString(systemUiVisibility));
}
if (subtreeSystemUiVisibility != 0) {
sb.append(" vsysui=0x");
sb.append(Integer.toHexString(subtreeSystemUiVisibility));
}
if (hasSystemUiListeners) {
sb.append(" sysuil=");
sb.append(hasSystemUiListeners);
}
if (inputFeatures != 0) {
sb.append(" if=0x").append(Integer.toHexString(inputFeatures));
}
if (userActivityTimeout >= 0) {
sb.append(" userActivityTimeout=").append(userActivityTimeout);
}
if (surfaceInsets.left != 0 || surfaceInsets.top != 0 || surfaceInsets.right != 0 ||
surfaceInsets.bottom != 0 || hasManualSurfaceInsets
|| !preservePreviousSurfaceInsets) {
sb.append(" surfaceInsets=").append(surfaceInsets);
if (hasManualSurfaceInsets) {
sb.append(" (manual)");
}
if (!preservePreviousSurfaceInsets) {
sb.append(" (!preservePreviousSurfaceInsets)");
}
}
if (needsMenuKey != NEEDS_MENU_UNSET) {
sb.append(" needsMenuKey=");
sb.append(needsMenuKey);
}
sb.append(" colorMode=").append(mColorMode);
sb.append('}');
return sb.toString();
}
/**
* Scale the layout params' coordinates and size.
* @hide
*/
public void scale(float scale) {
x = (int) (x * scale + 0.5f);
y = (int) (y * scale + 0.5f);
if (width > 0) {
width = (int) (width * scale + 0.5f);
}
if (height > 0) {
height = (int) (height * scale + 0.5f);
}
}
/**
* Backup the layout parameters used in compatibility mode.
* @see LayoutParams#restore()
*/
void backup() {
int[] backup = mCompatibilityParamsBackup;
if (backup == null) {
// we backup 4 elements, x, y, width, height
backup = mCompatibilityParamsBackup = new int[4];
}
backup[0] = x;
backup[1] = y;
backup[2] = width;
backup[3] = height;
}
/**
* Restore the layout params' coordinates, size and gravity
* @see LayoutParams#backup()
*/
void restore() {
int[] backup = mCompatibilityParamsBackup;
if (backup != null) {
x = backup[0];
y = backup[1];
width = backup[2];
height = backup[3];
}
}
private CharSequence mTitle = null;
/** @hide */
@Override
protected void encodeProperties(@NonNull ViewHierarchyEncoder encoder) {
super.encodeProperties(encoder);
encoder.addProperty("x", x);
encoder.addProperty("y", y);
encoder.addProperty("horizontalWeight", horizontalWeight);
encoder.addProperty("verticalWeight", verticalWeight);
encoder.addProperty("type", type);
encoder.addProperty("flags", flags);
}
}
}