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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.content.Context;
import android.content.res.Configuration;
import android.graphics.Rect;
import android.os.IBinder;
import android.os.LocalPowerManager;
import android.view.animation.Animation;
/**
* This interface supplies all UI-specific behavior of the window manager. An
* instance of it is created by the window manager when it starts up, and allows
* customization of window layering, special window types, key dispatching, and
* layout.
*
* <p>Because this provides deep interaction with the system window manager,
* specific methods on this interface can be called from a variety of contexts
* with various restrictions on what they can do. These are encoded through
* a suffixes at the end of a method encoding the thread the method is called
* from and any locks that are held when it is being called; if no suffix
* is attached to a method, then it is not called with any locks and may be
* called from the main window manager thread or another thread calling into
* the window manager.
*
* <p>The current suffixes are:
*
* <dl>
* <dt> Ti <dd> Called from the input thread. This is the thread that
* collects pending input events and dispatches them to the appropriate window.
* It may block waiting for events to be processed, so that the input stream is
* properly serialized.
* <dt> Tq <dd> Called from the low-level input queue thread. This is the
* thread that reads events out of the raw input devices and places them
* into the global input queue that is read by the <var>Ti</var> thread.
* This thread should not block for a long period of time on anything but the
* key driver.
* <dt> Lw <dd> Called with the main window manager lock held. Because the
* window manager is a very low-level system service, there are few other
* system services you can call with this lock held. It is explicitly okay to
* make calls into the package manager and power manager; it is explicitly not
* okay to make calls into the activity manager. Note that
* {@link android.content.Context#checkPermission(String, int, int)} and
* variations require calling into the activity manager.
* <dt> Li <dd> Called with the input thread lock held. This lock can be
* acquired by the window manager while it holds the window lock, so this is
* even more restrictive than <var>Lw</var>.
* </dl>
*
* @hide
*/
public interface WindowManagerPolicy {
public final static int FLAG_WAKE = 0x00000001;
public final static int FLAG_WAKE_DROPPED = 0x00000002;
public final static int FLAG_SHIFT = 0x00000004;
public final static int FLAG_CAPS_LOCK = 0x00000008;
public final static int FLAG_ALT = 0x00000010;
public final static int FLAG_ALT_GR = 0x00000020;
public final static int FLAG_MENU = 0x00000040;
public final static int FLAG_LAUNCHER = 0x00000080;
public final static int FLAG_WOKE_HERE = 0x10000000;
public final static int FLAG_BRIGHT_HERE = 0x20000000;
public final static boolean WATCH_POINTER = false;
// flags for interceptKeyTq
/**
* Pass this event to the user / app. To be returned from {@link #interceptKeyTq}.
*/
public final static int ACTION_PASS_TO_USER = 0x00000001;
/**
* This key event should extend the user activity timeout and turn the lights on.
* To be returned from {@link #interceptKeyTq}. Do not return this and
* {@link #ACTION_GO_TO_SLEEP} or {@link #ACTION_PASS_TO_USER}.
*/
public final static int ACTION_POKE_USER_ACTIVITY = 0x00000002;
/**
* This key event should put the device to sleep (and engage keyguard if necessary)
* To be returned from {@link #interceptKeyTq}. Do not return this and
* {@link #ACTION_POKE_USER_ACTIVITY} or {@link #ACTION_PASS_TO_USER}.
*/
public final static int ACTION_GO_TO_SLEEP = 0x00000004;
/**
* Interface to the Window Manager state associated with a particular
* window. You can hold on to an instance of this interface from the call
* to prepareAddWindow() until removeWindow().
*/
public interface WindowState {
/**
* Perform standard frame computation. The result can be obtained with
* getFrame() if so desired. Must be called with the window manager
* lock held.
*
* @param parentFrame The frame of the parent container this window
* is in, used for computing its basic position.
* @param displayFrame The frame of the overall display in which this
* window can appear, used for constraining the overall dimensions
* of the window.
* @param contentFrame The frame within the display in which we would
* like active content to appear. This will cause windows behind to
* be resized to match the given content frame.
* @param visibleFrame The frame within the display that the window
* is actually visible, used for computing its visible insets to be
* given to windows behind.
* This can be used as a hint for scrolling (avoiding resizing)
* the window to make certain that parts of its content
* are visible.
*/
public void computeFrameLw(Rect parentFrame, Rect displayFrame,
Rect contentFrame, Rect visibleFrame);
/**
* Retrieve the current frame of the window. Must be called with the
* window manager lock held.
*
* @return Rect The rectangle holding the window frame.
*/
public Rect getFrameLw();
/**
* Retrieve the frame of the display that this window was last
* laid out in. Must be called with the
* window manager lock held.
*
* @return Rect The rectangle holding the display frame.
*/
public Rect getDisplayFrameLw();
/**
* Retrieve the frame of the content area that this window was last
* laid out in. This is the area in which the content of the window
* should be placed. It will be smaller than the display frame to
* account for screen decorations such as a status bar or soft
* keyboard. Must be called with the
* window manager lock held.
*
* @return Rect The rectangle holding the content frame.
*/
public Rect getContentFrameLw();
/**
* Retrieve the frame of the visible area that this window was last
* laid out in. This is the area of the screen in which the window
* will actually be fully visible. It will be smaller than the
* content frame to account for transient UI elements blocking it
* such as an input method's candidates UI. Must be called with the
* window manager lock held.
*
* @return Rect The rectangle holding the visible frame.
*/
public Rect getVisibleFrameLw();
/**
* Returns true if this window is waiting to receive its given
* internal insets from the client app, and so should not impact the
* layout of other windows.
*/
public boolean getGivenInsetsPendingLw();
/**
* Retrieve the insets given by this window's client for the content
* area of windows behind it. Must be called with the
* window manager lock held.
*
* @return Rect The left, top, right, and bottom insets, relative
* to the window's frame, of the actual contents.
*/
public Rect getGivenContentInsetsLw();
/**
* Retrieve the insets given by this window's client for the visible
* area of windows behind it. Must be called with the
* window manager lock held.
*
* @return Rect The left, top, right, and bottom insets, relative
* to the window's frame, of the actual visible area.
*/
public Rect getGivenVisibleInsetsLw();
/**
* Retrieve the current LayoutParams of the window.
*
* @return WindowManager.LayoutParams The window's internal LayoutParams
* instance.
*/
public WindowManager.LayoutParams getAttrs();
/**
* Get the layer at which this window's surface will be Z-ordered.
*/
public int getSurfaceLayer();
/**
* Return the token for the application (actually activity) that owns
* this window. May return null for system windows.
*
* @return An IApplicationToken identifying the owning activity.
*/
public IApplicationToken getAppToken();
/**
* Return true if, at any point, the application token associated with
* this window has actually displayed any windows. This is most useful
* with the "starting up" window to determine if any windows were
* displayed when it is closed.
*
* @return Returns true if one or more windows have been displayed,
* else false.
*/
public boolean hasAppShownWindows();
/**
* Return true if the application token has been asked to display an
* app starting icon as the application is starting up.
*
* @return Returns true if setAppStartingIcon() was called for this
* window's token.
*/
public boolean hasAppStartingIcon();
/**
* Return the Window that is being displayed as this window's
* application token is being started.
*
* @return Returns the currently displayed starting window, or null if
* it was not requested, has not yet been displayed, or has
* been removed.
*/
public WindowState getAppStartingWindow();
/**
* Is this window visible? It is not visible if there is no
* surface, or we are in the process of running an exit animation
* that will remove the surface.
*/
boolean isVisibleLw();
/**
* Is this window currently visible to the user on-screen? It is
* displayed either if it is visible or it is currently running an
* animation before no longer being visible. Must be called with the
* window manager lock held.
*/
boolean isDisplayedLw();
/**
* Returns true if the window is both full screen and opaque. Must be
* called with the window manager lock held.
*
* @param width The width of the screen
* @param height The height of the screen
* @param shownFrame If true, this is based on the actual shown frame of
* the window (taking into account animations); if
* false, this is based on the currently requested
* frame, which any current animation will be moving
* towards.
* @return Returns true if the window is both full screen and opaque
*/
public boolean fillsScreenLw(int width, int height, boolean shownFrame);
/**
* Returns true if this window has been shown on screen at some time in
* the past. Must be called with the window manager lock held.
*
* @return boolean
*/
public boolean hasDrawnLw();
/**
* Can be called by the policy to force a window to be hidden,
* regardless of whether the client or window manager would like
* it shown. Must be called with the window manager lock held.
*/
public void hideLw(boolean doAnimation);
/**
* Can be called to undo the effect of {@link #hideLw}, allowing a
* window to be shown as long as the window manager and client would
* also like it to be shown. Must be called with the window manager
* lock held.
*/
public void showLw(boolean doAnimation);
}
/** No transition happening. */
public final int TRANSIT_NONE = 0;
/** Window has been added to the screen. */
public final int TRANSIT_ENTER = 1;
/** Window has been removed from the screen. */
public final int TRANSIT_EXIT = 2;
/** Window has been made visible. */
public final int TRANSIT_SHOW = 3;
/** Window has been made invisible. */
public final int TRANSIT_HIDE = 4;
/** The "application starting" preview window is no longer needed, and will
* animate away to show the real window. */
public final int TRANSIT_PREVIEW_DONE = 5;
/** A window in a new activity is being opened on top of an existing one
* in the same task. */
public final int TRANSIT_ACTIVITY_OPEN = 6;
/** The window in the top-most activity is being closed to reveal the
* previous activity in the same task. */
public final int TRANSIT_ACTIVITY_CLOSE = 7;
/** A window in a new task is being opened on top of an existing one
* in another activity's task. */
public final int TRANSIT_TASK_OPEN = 8;
/** A window in the top-most activity is being closed to reveal the
* previous activity in a different task. */
public final int TRANSIT_TASK_CLOSE = 9;
/** A window in an existing task is being displayed on top of an existing one
* in another activity's task. */
public final int TRANSIT_TASK_TO_FRONT = 10;
/** A window in an existing task is being put below all other tasks. */
public final int TRANSIT_TASK_TO_BACK = 11;
/** Screen turned off because of power button */
public final int OFF_BECAUSE_OF_USER = 1;
/** Screen turned off because of timeout */
public final int OFF_BECAUSE_OF_TIMEOUT = 2;
/**
* Magic constant to {@link IWindowManager#setRotation} to not actually
* modify the rotation.
*/
public final int USE_LAST_ROTATION = -1000;
/**
* Perform initialization of the policy.
*
* @param context The system context we are running in.
* @param powerManager
*/
public void init(Context context, IWindowManager windowManager,
LocalPowerManager powerManager);
/**
* Check permissions when adding a window.
*
* @param attrs The window's LayoutParams.
*
* @return {@link WindowManagerImpl#ADD_OKAY} if the add can proceed;
* else an error code, usually
* {@link WindowManagerImpl#ADD_PERMISSION_DENIED}, to abort the add.
*/
public int checkAddPermission(WindowManager.LayoutParams attrs);
/**
* Sanitize the layout parameters coming from a client. Allows the policy
* to do things like ensure that windows of a specific type can't take
* input focus.
*
* @param attrs The window layout parameters to be modified. These values
* are modified in-place.
*/
public void adjustWindowParamsLw(WindowManager.LayoutParams attrs);
/**
* After the window manager has computed the current configuration based
* on its knowledge of the display and input devices, it gives the policy
* a chance to adjust the information contained in it. If you want to
* leave it as-is, simply do nothing.
*
* <p>This method may be called by any thread in the window manager, but
* no internal locks in the window manager will be held.
*
* @param config The Configuration being computed, for you to change as
* desired.
*/
public void adjustConfigurationLw(Configuration config);
/**
* Assign a window type to a layer. Allows you to control how different
* kinds of windows are ordered on-screen.
*
* @param type The type of window being assigned.
*
* @return int An arbitrary integer used to order windows, with lower
* numbers below higher ones.
*/
public int windowTypeToLayerLw(int type);
/**
* Return how to Z-order sub-windows in relation to the window they are
* attached to. Return positive to have them ordered in front, negative for
* behind.
*
* @param type The sub-window type code.
*
* @return int Layer in relation to the attached window, where positive is
* above and negative is below.
*/
public int subWindowTypeToLayerLw(int type);
/**
* Called when the system would like to show a UI to indicate that an
* application is starting. You can use this to add a
* APPLICATION_STARTING_TYPE window with the given appToken to the window
* manager (using the normal window manager APIs) that will be shown until
* the application displays its own window. This is called without the
* window manager locked so that you can call back into it.
*
* @param appToken Token of the application being started.
* @param packageName The name of the application package being started.
* @param theme Resource defining the application's overall visual theme.
* @param nonLocalizedLabel The default title label of the application if
* no data is found in the resource.
* @param labelRes The resource ID the application would like to use as its name.
* @param icon The resource ID the application would like to use as its icon.
*
* @return Optionally you can return the View that was used to create the
* window, for easy removal in removeStartingWindow.
*
* @see #removeStartingWindow
*/
public View addStartingWindow(IBinder appToken, String packageName,
int theme, CharSequence nonLocalizedLabel,
int labelRes, int icon);
/**
* Called when the first window of an application has been displayed, while
* {@link #addStartingWindow} has created a temporary initial window for
* that application. You should at this point remove the window from the
* window manager. This is called without the window manager locked so
* that you can call back into it.
*
* <p>Note: due to the nature of these functions not being called with the
* window manager locked, you must be prepared for this function to be
* called multiple times and/or an initial time with a null View window
* even if you previously returned one.
*
* @param appToken Token of the application that has started.
* @param window Window View that was returned by createStartingWindow.
*
* @see #addStartingWindow
*/
public void removeStartingWindow(IBinder appToken, View window);
/**
* Prepare for a window being added to the window manager. You can throw an
* exception here to prevent the window being added, or do whatever setup
* you need to keep track of the window.
*
* @param win The window being added.
* @param attrs The window's LayoutParams.
*
* @return {@link WindowManagerImpl#ADD_OKAY} if the add can proceed, else an
* error code to abort the add.
*/
public int prepareAddWindowLw(WindowState win,
WindowManager.LayoutParams attrs);
/**
* Called when a window is being removed from a window manager. Must not
* throw an exception -- clean up as much as possible.
*
* @param win The window being removed.
*/
public void removeWindowLw(WindowState win);
/**
* Control the animation to run when a window's state changes. Return a
* non-0 number to force the animation to a specific resource ID, or 0
* to use the default animation.
*
* @param win The window that is changing.
* @param transit What is happening to the window: {@link #TRANSIT_ENTER},
* {@link #TRANSIT_EXIT}, {@link #TRANSIT_SHOW}, or
* {@link #TRANSIT_HIDE}.
*
* @return Resource ID of the actual animation to use, or 0 for none.
*/
public int selectAnimationLw(WindowState win, int transit);
/**
* Called from the key queue thread before a key is dispatched to the
* input thread.
*
* <p>There are some actions that need to be handled here because they
* affect the power state of the device, for example, the power keys.
* Generally, it's best to keep as little as possible in the queue thread
* because it's the most fragile.
*
* @param event the raw input event as read from the driver
* @param screenIsOn true if the screen is already on
* @return The bitwise or of the {@link #ACTION_PASS_TO_USER},
* {@link #ACTION_POKE_USER_ACTIVITY} and {@link #ACTION_GO_TO_SLEEP} flags.
*/
public int interceptKeyTq(RawInputEvent event, boolean screenIsOn);
/**
* Called from the input thread before a key is dispatched to a window.
*
* <p>Allows you to define
* behavior for keys that can not be overridden by applications or redirect
* key events to a different window. This method is called from the
* input thread, with no locks held.
*
* <p>Note that if you change the window a key is dispatched to, the new
* target window will receive the key event without having input focus.
*
* @param win The window that currently has focus. This is where the key
* event will normally go.
* @param code Key code.
* @param metaKeys TODO
* @param down Is this a key press (true) or release (false)?
* @param repeatCount Number of times a key down has repeated.
* @return Returns true if the policy consumed the event and it should
* not be further dispatched.
*/
public boolean interceptKeyTi(WindowState win, int code,
int metaKeys, boolean down, int repeatCount);
/**
* Called when layout of the windows is about to start.
*
* @param displayWidth The current full width of the screen.
* @param displayHeight The current full height of the screen.
*/
public void beginLayoutLw(int displayWidth, int displayHeight);
/**
* Called for each window attached to the window manager as layout is
* proceeding. The implementation of this function must take care of
* setting the window's frame, either here or in finishLayout().
*
* @param win The window being positioned.
* @param attrs The LayoutParams of the window.
* @param attached For sub-windows, the window it is attached to; this
* window will already have had layoutWindow() called on it
* so you can use its Rect. Otherwise null.
*/
public void layoutWindowLw(WindowState win,
WindowManager.LayoutParams attrs, WindowState attached);
/**
* Return the insets for the areas covered by system windows. These values
* are computed on the most recent layout, so they are not guaranteed to
* be correct.
*
* @param attrs The LayoutParams of the window.
* @param contentInset The areas covered by system windows, expressed as positive insets
*
*/
public void getContentInsetHintLw(WindowManager.LayoutParams attrs, Rect contentInset);
/**
* Called when layout of the windows is finished. After this function has
* returned, all windows given to layoutWindow() <em>must</em> have had a
* frame assigned.
*/
public void finishLayoutLw();
/**
* Called when animation of the windows is about to start.
*
* @param displayWidth The current full width of the screen.
* @param displayHeight The current full height of the screen.
*/
public void beginAnimationLw(int displayWidth, int displayHeight);
/**
* Called each time a window is animating.
*
* @param win The window being positioned.
* @param attrs The LayoutParams of the window.
*/
public void animatingWindowLw(WindowState win,
WindowManager.LayoutParams attrs);
/**
* Called when animation of the windows is finished. If in this function you do
* something that may have modified the animation state of another window,
* be sure to return true in order to perform another animation frame.
*
* @return Return true if animation state may have changed (so that another
* frame of animation will be run).
*/
public boolean finishAnimationLw();
/**
* Called after the screen turns off.
*
* @param why {@link #OFF_BECAUSE_OF_USER} or
* {@link #OFF_BECAUSE_OF_TIMEOUT}.
*/
public void screenTurnedOff(int why);
/**
* Called after the screen turns on.
*/
public void screenTurnedOn();
/**
* Perform any initial processing of a low-level input event before the
* window manager handles special keys and generates a high-level event
* that is dispatched to the application.
*
* @param event The input event that has occurred.
*
* @return Return true if you have consumed the event and do not want
* further processing to occur; return false for normal processing.
*/
public boolean preprocessInputEventTq(RawInputEvent event);
/**
* Determine whether a given key code is used to cause an app switch
* to occur (most often the HOME key, also often ENDCALL). If you return
* true, then the system will go into a special key processing state
* where it drops any pending events that it cans and adjusts timeouts to
* try to get to this key as quickly as possible.
*
* <p>Note that this function is called from the low-level input queue
* thread, with either/or the window or input lock held; be very careful
* about what you do here. You absolutely should never acquire a lock
* that you would ever hold elsewhere while calling out into the window
* manager or view hierarchy.
*
* @param keycode The key that should be checked for performing an
* app switch before delivering to the application.
*
* @return Return true if this is an app switch key and special processing
* should happen; return false for normal processing.
*/
public boolean isAppSwitchKeyTqTiLwLi(int keycode);
/**
* Determine whether a given key code is used for movement within a UI,
* and does not generally cause actions to be performed (normally the DPAD
* movement keys, NOT the DPAD center press key). This is called
* when {@link #isAppSwitchKeyTiLi} returns true to remove any pending events
* in the key queue that are not needed to switch applications.
*
* <p>Note that this function is called from the low-level input queue
* thread; be very careful about what you do here.
*
* @param keycode The key that is waiting to be delivered to the
* application.
*
* @return Return true if this is a purely navigation key and can be
* dropped without negative consequences; return false to keep it.
*/
public boolean isMovementKeyTi(int keycode);
/**
* Given the current state of the world, should this relative movement
* wake up the device?
*
* @param device The device the movement came from.
* @param classes The input classes associated with the device.
* @param event The input event that occurred.
* @return
*/
public boolean isWakeRelMovementTq(int device, int classes,
RawInputEvent event);
/**
* Given the current state of the world, should this absolute movement
* wake up the device?
*
* @param device The device the movement came from.
* @param classes The input classes associated with the device.
* @param event The input event that occurred.
* @return
*/
public boolean isWakeAbsMovementTq(int device, int classes,
RawInputEvent event);
/**
* Tell the policy if anyone is requesting that keyguard not come on.
*
* @param enabled Whether keyguard can be on or not. does not actually
* turn it on, unless it was previously disabled with this function.
*
* @see android.app.KeyguardManager.KeyguardLock#disableKeyguard()
* @see android.app.KeyguardManager.KeyguardLock#reenableKeyguard()
*/
public void enableKeyguard(boolean enabled);
/**
* Callback used by {@link WindowManagerPolicy#exitKeyguardSecurely}
*/
interface OnKeyguardExitResult {
void onKeyguardExitResult(boolean success);
}
/**
* Tell the policy if anyone is requesting the keyguard to exit securely
* (this would be called after the keyguard was disabled)
* @param callback Callback to send the result back.
* @see android.app.KeyguardManager#exitKeyguardSecurely(android.app.KeyguardManager.OnKeyguardExitResult)
*/
void exitKeyguardSecurely(OnKeyguardExitResult callback);
/**
* Return if keyguard is currently showing.
*/
public boolean keyguardIsShowingTq();
/**
* inKeyguardRestrictedKeyInputMode
*
* if keyguard screen is showing or in restricted key input mode (i.e. in
* keyguard password emergency screen). When in such mode, certain keys,
* such as the Home key and the right soft keys, don't work.
*
* @return true if in keyguard restricted input mode.
*/
public boolean inKeyguardRestrictedKeyInputMode();
/**
* Given an orientation constant
* ({@link android.content.pm.ActivityInfo#SCREEN_ORIENTATION_LANDSCAPE
* ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE} or
* {@link android.content.pm.ActivityInfo#SCREEN_ORIENTATION_PORTRAIT
* ActivityInfo.SCREEN_ORIENTATION_PORTRAIT}), return a surface
* rotation.
*/
public int rotationForOrientation(int orientation);
/**
* Called when the system is mostly done booting
*/
public void systemReady();
/**
* Called when we have finished booting and can now display the home
* screen to the user. This wilWl happen after systemReady(), and at
* this point the display is active.
*/
public void enableScreenAfterBoot();
/**
* Returns true if the user's cheek has been pressed against the phone. This is
* determined by comparing the event's size attribute with a threshold value.
* For example for a motion event like down or up or move, if the size exceeds
* the threshold, it is considered as cheek press.
* @param ev the motion event generated when the cheek is pressed
* against the phone
* @return Returns true if the user's cheek has been pressed against the phone
* screen resulting in an invalid motion event
*/
public boolean isCheekPressedAgainstScreen(MotionEvent ev);
public void setCurrentOrientation(int newOrientation);
}