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+/*
+ * Copyright (C) 2006 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package android.view;
+
+import android.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;
+ }
+ }
+}