diff options
Diffstat (limited to 'android/view/WindowManager.java')
-rw-r--r-- | android/view/WindowManager.java | 2638 |
1 files changed, 2638 insertions, 0 deletions
diff --git a/android/view/WindowManager.java b/android/view/WindowManager.java new file mode 100644 index 00000000..e56a82ff --- /dev/null +++ b/android/view/WindowManager.java @@ -0,0 +1,2638 @@ +/* + * 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.Manifest.permission; +import android.annotation.IntDef; +import android.annotation.NonNull; +import android.annotation.RequiresPermission; +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.graphics.Region; +import android.os.IBinder; +import android.os.Parcel; +import android.os.Parcelable; +import android.text.TextUtils; +import android.util.Log; +import android.util.proto.ProtoOutputStream; + +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); + + /** + * Return the touch region for the current IME window, or an empty region if there is none. + * + * @return The region of the IME that is accepting touch inputs, or null if there is no IME, no + * region or there was an error. + * + * @hide + */ + @SystemApi + @RequiresPermission(android.Manifest.permission.RESTRICTED_VR_ACCESS) + public Region getCurrentImeTouchRegion(); + + 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. + * @deprecated Use {@link android.R.attr#showWhenLocked} or + * {@link android.app.Activity#setShowWhenLocked(boolean)} instead to prevent an + * unintentional double life-cycle event. + */ + @Deprecated + 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. + * @deprecated Use {@link android.R.attr#turnScreenOn} or + * {@link android.app.Activity#setTurnScreenOn(boolean)} instead to prevent an + * unintentional double life-cycle event. + */ + @Deprecated + 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#requestDismissKeyguard} 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 any window added by an application process that is of type + * {@link #TYPE_TOAST} or that requires + * {@link android.app.AppOpsManager#OP_SYSTEM_ALERT_WINDOW} permission should be hidden when + * this window is visible. + * @hide + */ + @RequiresPermission(android.Manifest.permission.HIDE_NON_SYSTEM_OVERLAY_WINDOWS) + public static final int PRIVATE_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS = 0x00080000; + + /** + * Indicates that this window is the rounded corners overlay present on some + * devices this means that it will be excluded from: screenshots, + * screen magnification, and mirroring. + * @hide + */ + public static final int PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY = 0x00100000; + + /** + * If this flag is set on the window, window manager will acquire a sleep token that puts + * all activities to sleep as long as this window is visible. When this flag is set, the + * window needs to occlude all activity windows. + * @hide + */ + @RequiresPermission(permission.DEVICE_POWER) + public static final int PRIVATE_FLAG_ACQUIRES_SLEEP_TOKEN = 0x00200000; + + /** + * 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; + + /** + * Unspecified value for {@link #rotationAnimation} indicating + * a lack of preference. + * @hide + */ + public static final int ROTATION_ANIMATION_UNSPECIFIED = -1; + + /** + * 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.writeInt(mColorMode); + 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); + mColorMode = in.readInt(); + 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 COLOR_MODE_CHANGED = 1 << 26; + /** {@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; + } + + if (mColorMode != o.mColorMode) { + mColorMode = o.mColorMode; + changes |= COLOR_MODE_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(); + } + + /** + * @hide + */ + public void writeToProto(ProtoOutputStream proto, long fieldId) { + final long token = proto.start(fieldId); + proto.write(WindowLayoutParamsProto.TYPE, type); + proto.end(token); + } + + /** + * 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); + } + + /** + * @hide + * @return True if the layout parameters will cause the window to cover the full screen; + * false otherwise. + */ + public boolean isFullscreen() { + return x == 0 && y == 0 + && width == WindowManager.LayoutParams.MATCH_PARENT + && height == WindowManager.LayoutParams.MATCH_PARENT; + } + } +} |