/* * 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 static android.content.pm.ActivityInfo.COLOR_MODE_DEFAULT; import static android.view.View.STATUS_BAR_DISABLE_BACK; import static android.view.View.STATUS_BAR_DISABLE_CLOCK; import static android.view.View.STATUS_BAR_DISABLE_EXPAND; import static android.view.View.STATUS_BAR_DISABLE_HOME; import static android.view.View.STATUS_BAR_DISABLE_NOTIFICATION_ALERTS; import static android.view.View.STATUS_BAR_DISABLE_NOTIFICATION_ICONS; import static android.view.View.STATUS_BAR_DISABLE_NOTIFICATION_TICKER; import static android.view.View.STATUS_BAR_DISABLE_RECENT; import static android.view.View.STATUS_BAR_DISABLE_SEARCH; import static android.view.View.STATUS_BAR_DISABLE_SYSTEM_INFO; import static android.view.View.SYSTEM_UI_FLAG_FULLSCREEN; import static android.view.View.SYSTEM_UI_FLAG_HIDE_NAVIGATION; import static android.view.View.SYSTEM_UI_FLAG_IMMERSIVE; import static android.view.View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY; import static android.view.View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN; import static android.view.View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION; import static android.view.View.SYSTEM_UI_FLAG_LAYOUT_STABLE; import static android.view.View.SYSTEM_UI_FLAG_LIGHT_NAVIGATION_BAR; import static android.view.View.SYSTEM_UI_FLAG_LIGHT_STATUS_BAR; import static android.view.View.SYSTEM_UI_FLAG_LOW_PROFILE; import static android.view.View.SYSTEM_UI_FLAG_VISIBLE; import static android.view.WindowInsets.Side.BOTTOM; import static android.view.WindowInsets.Side.LEFT; import static android.view.WindowInsets.Side.RIGHT; import static android.view.WindowInsets.Side.TOP; import static android.view.WindowInsets.Type.CAPTION_BAR; import static android.view.WindowInsets.Type.IME; import static android.view.WindowInsets.Type.MANDATORY_SYSTEM_GESTURES; import static android.view.WindowInsets.Type.NAVIGATION_BARS; import static android.view.WindowInsets.Type.STATUS_BARS; import static android.view.WindowInsets.Type.SYSTEM_GESTURES; import static android.view.WindowInsets.Type.TAPPABLE_ELEMENT; import static android.view.WindowInsets.Type.WINDOW_DECOR; import static android.view.WindowLayoutParamsProto.ALPHA; import static android.view.WindowLayoutParamsProto.APPEARANCE; import static android.view.WindowLayoutParamsProto.BEHAVIOR; import static android.view.WindowLayoutParamsProto.BUTTON_BRIGHTNESS; import static android.view.WindowLayoutParamsProto.COLOR_MODE; import static android.view.WindowLayoutParamsProto.FIT_IGNORE_VISIBILITY; import static android.view.WindowLayoutParamsProto.FIT_INSETS_SIDES; import static android.view.WindowLayoutParamsProto.FIT_INSETS_TYPES; import static android.view.WindowLayoutParamsProto.FLAGS; import static android.view.WindowLayoutParamsProto.FORMAT; import static android.view.WindowLayoutParamsProto.GRAVITY; import static android.view.WindowLayoutParamsProto.HAS_SYSTEM_UI_LISTENERS; import static android.view.WindowLayoutParamsProto.HEIGHT; import static android.view.WindowLayoutParamsProto.HORIZONTAL_MARGIN; import static android.view.WindowLayoutParamsProto.INPUT_FEATURE_FLAGS; import static android.view.WindowLayoutParamsProto.PREFERRED_REFRESH_RATE; import static android.view.WindowLayoutParamsProto.PRIVATE_FLAGS; import static android.view.WindowLayoutParamsProto.ROTATION_ANIMATION; import static android.view.WindowLayoutParamsProto.SCREEN_BRIGHTNESS; import static android.view.WindowLayoutParamsProto.SOFT_INPUT_MODE; import static android.view.WindowLayoutParamsProto.SUBTREE_SYSTEM_UI_VISIBILITY_FLAGS; import static android.view.WindowLayoutParamsProto.SYSTEM_UI_VISIBILITY_FLAGS; import static android.view.WindowLayoutParamsProto.TYPE; import static android.view.WindowLayoutParamsProto.USER_ACTIVITY_TIMEOUT; import static android.view.WindowLayoutParamsProto.VERTICAL_MARGIN; import static android.view.WindowLayoutParamsProto.WIDTH; import static android.view.WindowLayoutParamsProto.WINDOW_ANIMATIONS; import static android.view.WindowLayoutParamsProto.X; import static android.view.WindowLayoutParamsProto.Y; import android.Manifest.permission; import android.annotation.CallbackExecutor; import android.annotation.IntDef; import android.annotation.IntRange; import android.annotation.NonNull; import android.annotation.Nullable; 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.compat.annotation.UnsupportedAppUsage; import android.content.ClipData; import android.content.Context; import android.content.pm.ActivityInfo; import android.content.res.Configuration; import android.graphics.Bitmap; import android.graphics.PixelFormat; import android.graphics.Point; import android.graphics.Rect; import android.graphics.Region; import android.os.Build; import android.os.Bundle; 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 android.view.Gravity.GravityFlags; import android.view.View.OnApplyWindowInsetsListener; import android.view.WindowInsets.Side; import android.view.WindowInsets.Side.InsetsSide; import android.view.WindowInsets.Type; import android.view.WindowInsets.Type.InsetsType; import android.view.accessibility.AccessibilityNodeInfo; import android.window.TaskFpsCallback; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.util.ArrayList; import java.util.Arrays; import java.util.List; import java.util.Objects; import java.util.Set; import java.util.concurrent.Executor; import java.util.function.Consumer; /** * The interface that apps use to talk to the window manager. *
* Each window manager instance is bound to a {@link Display}. To obtain the
* WindowManager associated with a display,
* call {@link Context#createWindowContext(Display, int, Bundle)} to get the display's UI context,
* then call {@link Context#getSystemService(String)} or {@link Context#getSystemService(Class)} on
* the UI context.
*
* The simplest way to show a window on a particular display is to create a {@link Presentation},
* which automatically obtains a WindowManager and context for the display.
*/
@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 */
String INPUT_CONSUMER_PIP = "pip_input_consumer";
/** @hide */
String INPUT_CONSUMER_NAVIGATION = "nav_input_consumer";
/** @hide */
String INPUT_CONSUMER_WALLPAPER = "wallpaper_input_consumer";
/** @hide */
String INPUT_CONSUMER_RECENTS_ANIMATION = "recents_animation_input_consumer";
/** @hide */
int SHELL_ROOT_LAYER_DIVIDER = 0;
/** @hide */
int SHELL_ROOT_LAYER_PIP = 1;
/**
* Declares the layer the shell root will belong to. This is for z-ordering.
* @hide
*/
@IntDef(prefix = { "SHELL_ROOT_LAYER_" }, value = {
SHELL_ROOT_LAYER_DIVIDER,
SHELL_ROOT_LAYER_PIP
})
@Retention(RetentionPolicy.SOURCE)
@interface ShellRootLayer {}
/**
* Not set up for a transition.
* @hide
*/
int TRANSIT_OLD_UNSET = -1;
/**
* No animation for transition.
* @hide
*/
int TRANSIT_OLD_NONE = 0;
/**
* A window in a new activity is being opened on top of an existing one in the same task.
* @hide
*/
int TRANSIT_OLD_ACTIVITY_OPEN = 6;
/**
* The window in the top-most activity is being closed to reveal the previous activity in the
* same task.
* @hide
*/
int TRANSIT_OLD_ACTIVITY_CLOSE = 7;
/**
* A window in a new task is being opened on top of an existing one in another activity's task.
* @hide
*/
int TRANSIT_OLD_TASK_OPEN = 8;
/**
* A window in the top-most activity is being closed to reveal the previous activity in a
* different task.
* @hide
*/
int TRANSIT_OLD_TASK_CLOSE = 9;
/**
* A window in an existing task is being displayed on top of an existing one in another
* activity's task.
* @hide
*/
int TRANSIT_OLD_TASK_TO_FRONT = 10;
/**
* A window in an existing task is being put below all other tasks.
* @hide
*/
int TRANSIT_OLD_TASK_TO_BACK = 11;
/**
* A window in a new activity that doesn't have a wallpaper is being opened on top of one that
* does, effectively closing the wallpaper.
* @hide
*/
int TRANSIT_OLD_WALLPAPER_CLOSE = 12;
/**
* A window in a new activity that does have a wallpaper is being opened on one that didn't,
* effectively opening the wallpaper.
* @hide
*/
int TRANSIT_OLD_WALLPAPER_OPEN = 13;
/**
* A window in a new activity is being opened on top of an existing one, and both are on top
* of the wallpaper.
* @hide
*/
int TRANSIT_OLD_WALLPAPER_INTRA_OPEN = 14;
/**
* The window in the top-most activity is being closed to reveal the previous activity, and
* both are on top of the wallpaper.
* @hide
*/
int TRANSIT_OLD_WALLPAPER_INTRA_CLOSE = 15;
/**
* A window in a new task is being opened behind an existing one in another activity's task.
* The new window will show briefly and then be gone.
* @hide
*/
int TRANSIT_OLD_TASK_OPEN_BEHIND = 16;
/**
* An activity is being relaunched (e.g. due to configuration change).
* @hide
*/
int TRANSIT_OLD_ACTIVITY_RELAUNCH = 18;
/**
* Keyguard is going away.
* @hide
*/
int TRANSIT_OLD_KEYGUARD_GOING_AWAY = 20;
/**
* Keyguard is going away with showing an activity behind that requests wallpaper.
* @hide
*/
int TRANSIT_OLD_KEYGUARD_GOING_AWAY_ON_WALLPAPER = 21;
/**
* Keyguard is being occluded by non-Dream.
* @hide
*/
int TRANSIT_OLD_KEYGUARD_OCCLUDE = 22;
/**
* Keyguard is being occluded by Dream.
* @hide
*/
int TRANSIT_OLD_KEYGUARD_OCCLUDE_BY_DREAM = 33;
/**
* Keyguard is being unoccluded.
* @hide
*/
int TRANSIT_OLD_KEYGUARD_UNOCCLUDE = 23;
/**
* A translucent activity is being opened.
* @hide
*/
int TRANSIT_OLD_TRANSLUCENT_ACTIVITY_OPEN = 24;
/**
* A translucent activity is being closed.
* @hide
*/
int TRANSIT_OLD_TRANSLUCENT_ACTIVITY_CLOSE = 25;
/**
* A crashing activity is being closed.
* @hide
*/
int TRANSIT_OLD_CRASHING_ACTIVITY_CLOSE = 26;
/**
* A task is changing windowing modes
* @hide
*/
int TRANSIT_OLD_TASK_CHANGE_WINDOWING_MODE = 27;
/**
* A window in a new task fragment is being opened.
* @hide
*/
int TRANSIT_OLD_TASK_FRAGMENT_OPEN = 28;
/**
* A window in the top-most activity of task fragment is being closed to reveal the activity
* below.
* @hide
*/
int TRANSIT_OLD_TASK_FRAGMENT_CLOSE = 29;
/**
* A window of task fragment is changing bounds.
* @hide
*/
int TRANSIT_OLD_TASK_FRAGMENT_CHANGE = 30;
/**
* A dream activity is being opened.
* @hide
*/
int TRANSIT_OLD_DREAM_ACTIVITY_OPEN = 31;
/**
* A dream activity is being closed.
* @hide
*/
int TRANSIT_OLD_DREAM_ACTIVITY_CLOSE = 32;
/**
* @hide
*/
@IntDef(prefix = { "TRANSIT_OLD_" }, value = {
TRANSIT_OLD_UNSET,
TRANSIT_OLD_NONE,
TRANSIT_OLD_ACTIVITY_OPEN,
TRANSIT_OLD_ACTIVITY_CLOSE,
TRANSIT_OLD_TASK_OPEN,
TRANSIT_OLD_TASK_CLOSE,
TRANSIT_OLD_TASK_TO_FRONT,
TRANSIT_OLD_TASK_TO_BACK,
TRANSIT_OLD_WALLPAPER_CLOSE,
TRANSIT_OLD_WALLPAPER_OPEN,
TRANSIT_OLD_WALLPAPER_INTRA_OPEN,
TRANSIT_OLD_WALLPAPER_INTRA_CLOSE,
TRANSIT_OLD_TASK_OPEN_BEHIND,
TRANSIT_OLD_ACTIVITY_RELAUNCH,
TRANSIT_OLD_KEYGUARD_GOING_AWAY,
TRANSIT_OLD_KEYGUARD_GOING_AWAY_ON_WALLPAPER,
TRANSIT_OLD_KEYGUARD_OCCLUDE,
TRANSIT_OLD_KEYGUARD_UNOCCLUDE,
TRANSIT_OLD_TRANSLUCENT_ACTIVITY_OPEN,
TRANSIT_OLD_TRANSLUCENT_ACTIVITY_CLOSE,
TRANSIT_OLD_CRASHING_ACTIVITY_CLOSE,
TRANSIT_OLD_TASK_CHANGE_WINDOWING_MODE,
TRANSIT_OLD_TASK_FRAGMENT_OPEN,
TRANSIT_OLD_TASK_FRAGMENT_CLOSE,
TRANSIT_OLD_TASK_FRAGMENT_CHANGE,
TRANSIT_OLD_DREAM_ACTIVITY_OPEN,
TRANSIT_OLD_DREAM_ACTIVITY_CLOSE
})
@Retention(RetentionPolicy.SOURCE)
@interface TransitionOldType {}
/** @hide */
int TRANSIT_NONE = 0;
/**
* A window that didn't exist before has been created and made visible.
* @hide
*/
int TRANSIT_OPEN = 1;
/**
* A window that was visible no-longer exists (was finished or destroyed).
* @hide
*/
int TRANSIT_CLOSE = 2;
/**
* A window that already existed but was not visible is made visible.
* @hide
*/
int TRANSIT_TO_FRONT = 3;
/**
* A window that was visible is made invisible but still exists.
* @hide
*/
int TRANSIT_TO_BACK = 4;
/** @hide */
int TRANSIT_RELAUNCH = 5;
/**
* A window is visible before and after but changes in some way (eg. it resizes or changes
* windowing-mode).
* @hide
*/
int TRANSIT_CHANGE = 6;
/**
* The keyguard was visible and has been dismissed.
* @deprecated use {@link #TRANSIT_TO_BACK} + {@link #TRANSIT_FLAG_KEYGUARD_GOING_AWAY} for
* keyguard going away with Shell transition.
* @hide
*/
@Deprecated
int TRANSIT_KEYGUARD_GOING_AWAY = 7;
/**
* A window is appearing above a locked keyguard.
* @hide
*/
int TRANSIT_KEYGUARD_OCCLUDE = 8;
/**
* A window is made invisible revealing a locked keyguard.
* @hide
*/
int TRANSIT_KEYGUARD_UNOCCLUDE = 9;
/**
* A window is starting to enter PiP.
* @hide
*/
int TRANSIT_PIP = 10;
/**
* The screen is turning on.
* @hide
*/
int TRANSIT_WAKE = 11;
/**
* The first slot for custom transition types. Callers (like Shell) can make use of custom
* transition types for dealing with special cases. These types are effectively ignored by
* Core and will just be passed along as part of TransitionInfo objects. An example is
* split-screen using a custom type for it's snap-to-dismiss action. By using a custom type,
* Shell can properly dispatch the results of that transition to the split-screen
* implementation.
* @hide
*/
int TRANSIT_FIRST_CUSTOM = 12;
/**
* @hide
*/
@IntDef(prefix = { "TRANSIT_" }, value = {
TRANSIT_NONE,
TRANSIT_OPEN,
TRANSIT_CLOSE,
TRANSIT_TO_FRONT,
TRANSIT_TO_BACK,
TRANSIT_RELAUNCH,
TRANSIT_CHANGE,
TRANSIT_KEYGUARD_GOING_AWAY,
TRANSIT_KEYGUARD_OCCLUDE,
TRANSIT_KEYGUARD_UNOCCLUDE,
TRANSIT_PIP,
TRANSIT_WAKE,
TRANSIT_FIRST_CUSTOM
})
@Retention(RetentionPolicy.SOURCE)
@interface TransitionType {}
/**
* Transition flag: Keyguard is going away, but keeping the notification shade open
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY_TO_SHADE = 0x1;
/**
* Transition flag: Keyguard is going away, but doesn't want an animation for it
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY_NO_ANIMATION = 0x2;
/**
* Transition flag: Keyguard is going away while it was showing the system wallpaper.
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY_WITH_WALLPAPER = 0x4;
/**
* Transition flag: Keyguard is going away with subtle animation.
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY_SUBTLE_ANIMATION = 0x8;
/**
* Transition flag: Keyguard is going away to the launcher, and it needs us to clear the task
* snapshot of the launcher because it has changed something in the Launcher window.
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY_TO_LAUNCHER_CLEAR_SNAPSHOT = 0x16;
/**
* Transition flag: App is crashed.
* @hide
*/
int TRANSIT_FLAG_APP_CRASHED = 0x10;
/**
* Transition flag: A window in a new task is being opened behind an existing one in another
* activity's task.
* @hide
*/
int TRANSIT_FLAG_OPEN_BEHIND = 0x20;
/**
* Transition flag: The keyguard is locked throughout the whole transition.
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_LOCKED = 0x40;
/**
* Transition flag: Indicates that this transition is for recents animation.
* TODO(b/188669821): Remove once special-case logic moves to shell.
* @hide
*/
int TRANSIT_FLAG_IS_RECENTS = 0x80;
/**
* Transition flag: Indicates that keyguard should go away with this transition.
* @hide
*/
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY = 0x100;
/**
* @hide
*/
@IntDef(flag = true, prefix = { "TRANSIT_FLAG_" }, value = {
TRANSIT_FLAG_KEYGUARD_GOING_AWAY_TO_SHADE,
TRANSIT_FLAG_KEYGUARD_GOING_AWAY_NO_ANIMATION,
TRANSIT_FLAG_KEYGUARD_GOING_AWAY_WITH_WALLPAPER,
TRANSIT_FLAG_KEYGUARD_GOING_AWAY_SUBTLE_ANIMATION,
TRANSIT_FLAG_KEYGUARD_GOING_AWAY_TO_LAUNCHER_CLEAR_SNAPSHOT,
TRANSIT_FLAG_APP_CRASHED,
TRANSIT_FLAG_OPEN_BEHIND,
TRANSIT_FLAG_KEYGUARD_LOCKED,
TRANSIT_FLAG_IS_RECENTS,
TRANSIT_FLAG_KEYGUARD_GOING_AWAY
})
@Retention(RetentionPolicy.SOURCE)
@interface TransitionFlags {}
/**
* Remove content mode: Indicates remove content mode is currently not defined.
* @hide
*/
int REMOVE_CONTENT_MODE_UNDEFINED = 0;
/**
* Remove content mode: Indicates that when display is removed, all its activities will be moved
* to the primary display and the topmost activity should become focused.
* @hide
*/
int REMOVE_CONTENT_MODE_MOVE_TO_PRIMARY = 1;
/**
* Remove content mode: Indicates that when display is removed, all its stacks and tasks will be
* removed, all activities will be destroyed according to the usual lifecycle.
* @hide
*/
int REMOVE_CONTENT_MODE_DESTROY = 2;
/**
* @hide
*/
@IntDef(prefix = { "REMOVE_CONTENT_MODE_" }, value = {
REMOVE_CONTENT_MODE_UNDEFINED,
REMOVE_CONTENT_MODE_MOVE_TO_PRIMARY,
REMOVE_CONTENT_MODE_DESTROY,
})
@interface RemoveContentMode {}
/**
* Display IME Policy: The IME should appear on the local display.
* @hide
*/
@TestApi
int DISPLAY_IME_POLICY_LOCAL = 0;
/**
* Display IME Policy: The IME should appear on the fallback display.
* @hide
*/
@TestApi
int DISPLAY_IME_POLICY_FALLBACK_DISPLAY = 1;
/**
* Display IME Policy: The IME should be hidden.
*
* Setting this policy will prevent the IME from making a connection. This
* will prevent any IME from receiving metadata about input.
* @hide
*/
@TestApi
int DISPLAY_IME_POLICY_HIDE = 2;
/**
* @hide
*/
@IntDef({
DISPLAY_IME_POLICY_LOCAL,
DISPLAY_IME_POLICY_FALLBACK_DISPLAY,
DISPLAY_IME_POLICY_HIDE,
})
@interface DisplayImePolicy {}
/**
* 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.
*
* 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. *
* 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.) *
* * @return The display that this window manager is managing. * @deprecated Use {@link Context#getDisplay()} instead. */ @Deprecated 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); /** * Returns the {@link WindowMetrics} according to the current system state. ** The metrics describe the size of the area the window would occupy with * {@link LayoutParams#MATCH_PARENT MATCH_PARENT} width and height, and the {@link WindowInsets} * such a window would have. *
* The value of this is based on the current windowing state of the system. * * For example, for activities in multi-window mode, the metrics returned are based on the * current bounds that the user has selected for the {@link android.app.Activity Activity}'s * task. *
* In most scenarios, {@link #getCurrentWindowMetrics()} rather than * {@link #getMaximumWindowMetrics()} is the correct API to use, since it ensures values reflect * window size when the app is not fullscreen. * * @see #getMaximumWindowMetrics() * @see WindowMetrics */ default @NonNull WindowMetrics getCurrentWindowMetrics() { throw new UnsupportedOperationException(); } /** * Returns the largest {@link WindowMetrics} an app may expect in the current system state. *
* The value of this is based on the largest potential windowing state of the system. * * For example, for activities in multi-window mode, the metrics returned are based on the * what the bounds would be if the user expanded the {@link android.app.Activity Activity}'s * task to cover the entire screen. *
* The metrics describe the size of the largest potential area the window might occupy with * {@link LayoutParams#MATCH_PARENT MATCH_PARENT} width and height, and the {@link WindowInsets} * such a window would have. *
* Note that this might still be smaller than the size of the physical display if certain areas * of the display are not available to windows created in this {@link Context}. * * For example, given that there's a device which have a multi-task mode to limit activities * to a half screen. In this case, {@link #getMaximumWindowMetrics()} reports the bounds of * the half screen which the activity is located. *
* Generally {@link #getCurrentWindowMetrics()} is the correct API to use for choosing
* UI layouts. {@link #getMaximumWindowMetrics()} are only appropriate when the application
* needs to know the largest possible size it can occupy if the user expands/maximizes it on the
* screen.
*
* @see #getCurrentWindowMetrics()
* @see WindowMetrics
* @see Display#getRealSize(Point)
*/
default @NonNull WindowMetrics getMaximumWindowMetrics() {
throw new UnsupportedOperationException();
}
/**
* Returns a set of {@link WindowMetrics} for the given display. Each WindowMetrics instance
* is the maximum WindowMetrics for a device state. This is not guaranteed to include all
* possible device states.
*
* This API can only be used by Launcher.
*
* @param displayId the id of the logical display
* @hide
*/
default @NonNull Set The treatment is disabled by default but device manufacturers can enable the treatment
* using their discretion to improve display compatibility.
*
* With this property set to {@code true}, the system could ignore {@link
* android.app.Activity#setRequestedOrientation} call from an app if one of the following
* conditions are true:
* Setting this property to {@code false} informs the system that the app must be
* opted-out from the compatibility treatment even if the device manufacturer has opted the app
* into the treatment.
*
* Syntax:
* The system could ignore {@link android.app.Activity#setRequestedOrientation}
* call from an app if both of the following conditions are true:
* Setting this property to {@code false} informs the system that the app must be
* opted-out from the compatibility treatment even if the device manufacturer has opted the app
* into the treatment.
*
* Not setting this property at all, or setting this property to {@code true} has no effect.
*
* Syntax:
* The treatment can be enabled by device manufacturers for applications which misuse
* {@link android.view.View} APIs by expecting that
* {@link android.view.View#getLocationOnScreen},
* {@link android.view.View#getBoundsOnScreen},
* {@link android.view.View#getWindowVisibleDisplayFrame},
* {@link android.view.View#getWindowDisplayFrame}
* return coordinates as if an activity is positioned in the top-left corner of the screen, with
* left coordinate equal to 0. This may not be the case for applications in multi-window and in
* letterbox modes.
*
* Setting this property to {@code false} informs the system that the application must be
* opted-out from the "Sandbox {@link android.view.View} API to Activity bounds" treatment even
* if the device manufacturer has opted the app into the treatment.
*
* Not setting this property at all, or setting this property to {@code true} has no effect.
*
* Syntax:
* Device manufacturers can enable this treatment using their discretion on a per-device
* basis to improve display compatibility. The treatment also needs to be specifically enabled
* on a per-app basis afterwards. This can either be done by device manufacturers or developers.
*
* With this property set to {@code true}, the system will apply the treatment only if the
* device manufacturer had previously enabled it on the device. A fake focus event will be sent
* to the app after it is resumed only if the app is in split-screen.
*
* Setting this property to {@code false} informs the system that the activity must be
* opted-out from the compatibility treatment even if the device manufacturer has opted the app
* into the treatment.
*
* If the property remains unset the system will apply the treatment only if it had
* previously been enabled both at the device and app level by the device manufacturer.
*
* Syntax:
* The camera compatibility treatment aligns orientations of portrait app window and natural
* orientation of the device and set opposite to natural orientation for a landscape app
* window. Mismatch between them can lead to camera issues like sideways or stretched
* viewfinder since this is one of the strongest assumptions that apps make when they implement
* camera previews. Since app and natural display orientations aren't guaranteed to match, the
* rotation can cause letterboxing. The forced rotation is triggered as soon as app opens to
* camera and is removed once camera is closed.
*
* The camera compatibility can be enabled by device manufacturers on the displays that have
* ignoreOrientationRequest display setting enabled (enables compatibility mode for fixed
* orientation, see Enhanced letterboxing
* for more details).
*
* With this property set to {@code true} or unset, the system may apply the force rotation
* treatment to fixed orientation activities. Device manufacturers can exclude packages from the
* treatment using their discretion to improve display compatibility.
*
* With this property set to {@code false}, the system will not apply the force rotation
* treatment.
*
* Syntax:
* The camera compatibility treatment aligns orientations of portrait app window and natural
* orientation of the device and set opposite to natural orientation for a landscape app
* window. Mismatch between them can lead to camera issues like sideways or stretched
* viewfinder since this is one of the strongest assumptions that apps make when they implement
* camera previews. Since app and natural display orientations aren't guaranteed to match, the
* rotation can cause letterboxing. The forced rotation is triggered as soon as app opens to
* camera and is removed once camera is closed.
*
* Force rotation is followed by the "Refresh" of the activity by going through "resumed ->
* ... -> stopped -> ... -> resumed" cycle (by default) or "resumed -> paused -> resumed" cycle
* (if overridden, see {@link #PROPERTY_CAMERA_COMPAT_ENABLE_REFRESH_VIA_PAUSE} for context).
* This allows to clear cached values in apps (e.g. display or camera rotation) that influence
* camera preview and can lead to sideways or stretching issues persisting even after force
* rotation.
*
* The camera compatibility can be enabled by device manufacturers on the displays that have
* ignoreOrientationRequest display setting enabled (enables compatibility mode for fixed
* orientation, see Enhanced letterboxing
* for more details).
*
* With this property set to {@code true} or unset, the system may "refresh" activity after
* the force rotation treatment. Device manufacturers can exclude packages from the "refresh"
* using their discretion to improve display compatibility.
*
* With this property set to {@code false}, the system will not "refresh" activity after the
* force rotation treatment.
*
* Syntax:
* The camera compatibility treatment aligns orientations of portrait app window and natural
* orientation of the device and set opposite to natural orientation for a landscape app
* window. Mismatch between them can lead to camera issues like sideways or stretched
* viewfinder since this is one of the strongest assumptions that apps make when they implement
* camera previews. Since app and natural display orientations aren't guaranteed to match, the
* rotation can cause letterboxing. The forced rotation is triggered as soon as app opens to
* camera and is removed once camera is closed.
*
* Force rotation is followed by the "Refresh" of the activity by going through "resumed ->
* ... -> stopped -> ... -> resumed" cycle (by default) or "resumed -> paused -> resumed" cycle
* (if overridden by device manufacturers or using this property). This allows to clear cached
* values in apps (e.g., display or camera rotation) that influence camera preview and can lead
* to sideways or stretching issues persisting even after force rotation.
*
* The camera compatibility can be enabled by device manufacturers on the displays that have
* ignoreOrientationRequest display setting enabled (enables compatibility mode for fixed
* orientation, see Enhanced letterboxing
* for more details).
*
* Device manufacturers can override packages to "refresh" via "resumed -> paused -> resumed"
* cycle using their discretion to improve display compatibility.
*
* With this property set to {@code true}, the system will "refresh" activity after the
* force rotation treatment using "resumed -> paused -> resumed" cycle.
*
* With this property set to {@code false}, the system will not "refresh" activity after the
* force rotation treatment using "resumed -> paused -> resumed" cycle even if the device
* manufacturer adds the corresponding override.
*
* Syntax:
* With this property set to {@code true} or unset, device manufacturers can override
* orientation for the app using their discretion to improve display compatibility.
*
* With this property set to {@code false}, device manufactured per-app override for
* orientation won't be applied.
*
* Syntax:
* When this compat override is enabled and while display is fixed to the landscape natural
* orientation, the orientation requested by the activity will be still respected by bounds
* resolution logic. For instance, if an activity requests portrait orientation, then activity
* will appear in the letterbox mode for fixed orientation with the display rotated to the
* lanscape natural orientation.
*
* The treatment is disabled by default but device manufacturers can enable the treatment
* using their discretion to improve display compatibility on the displays that have
* ignoreOrientationRequest display setting enabled (enables compatibility mode for fixed
* orientation, see Enhanced letterboxing
* for more details).
*
* With this property set to {@code true} or unset, the system wiil use landscape display
* orientation when the following conditions are met:
* With this property set to {@code false}, device manufactured per-app override for
* display orientation won't be applied.
*
* Syntax:
*
* System decors include status bar, navigation bar, launcher.
*
* System decors include status bar, navigation bar, launcher.
*
* Returns whether cross-window blur is currently enabled. This affects both window blur behind
* (see {@link LayoutParams#setBlurBehindRadius}) and window background blur (see
* {@link Window#setBackgroundBlurRadius}).
*
* Cross-window blur might not be supported by some devices due to GPU limitations. It can also
* be disabled at runtime, e.g. during battery saving mode, when multimedia tunneling is used or
* when minimal post processing is requested. In such situations, no blur will be computed or
* drawn, so the blur target area will not be blurred. To handle this, the app might want to
* change its theme to one that does not use blurs. To listen for cross-window blur
* enabled/disabled events, use {@link #addCrossWindowBlurEnabledListener}.
*
* Adds a listener, which will be called when cross-window blurs are enabled/disabled at
* runtime. This affects both window blur behind (see {@link LayoutParams#setBlurBehindRadius})
* and window background blur (see {@link Window#setBackgroundBlurRadius}).
*
* Cross-window blur might not be supported by some devices due to GPU limitations. It can also
* be disabled at runtime, e.g. during battery saving mode, when multimedia tunneling is used or
* when minimal post processing is requested. In such situations, no blur will be computed or
* drawn, so the blur target area will not be blurred. To handle this, the app might want to
* change its theme to one that does not use blurs.
*
* The listener will be called on the main thread.
*
* If the listener is added successfully, it will be called immediately with the current
* cross-window blur enabled state.
*
* Adds a listener, which will be called when cross-window blurs are enabled/disabled at
* runtime. This affects both window blur behind (see {@link LayoutParams#setBlurBehindRadius})
* and window background blur (see {@link Window#setBackgroundBlurRadius}).
*
* Cross-window blur might not be supported by some devices due to GPU limitations. It can also
* be disabled at runtime, e.g. during battery saving mode, when multimedia tunneling is used or
* when minimal post processing is requested. In such situations, no blur will be computed or
* drawn, so the blur target area will not be blurred. To handle this, the app might want to
* change its theme to one that does not use blurs.
*
* If the listener is added successfully, it will be called immediately with the current
* cross-window blur enabled state.
*
* 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.
*
* Requires {@link android.Manifest.permission#SYSTEM_ALERT_WINDOW} permission.
*
* The system will adjust the importance of processes with this window type to reduce the
* chance of the low-memory-killer killing them.
*
* In multi-user systems shows only on the owning user's screen.
*/
public static final int TYPE_APPLICATION_OVERLAY = FIRST_SYSTEM_WINDOW + 38;
/**
* Window type: Window for adding accessibility window magnification above other windows.
* This will place the window in the overlay windows.
* @hide
*/
public static final int TYPE_ACCESSIBILITY_MAGNIFICATION_OVERLAY = FIRST_SYSTEM_WINDOW + 39;
/**
* Window type: the notification shade and keyguard. 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.
* @hide
*/
public static final int TYPE_NOTIFICATION_SHADE = FIRST_SYSTEM_WINDOW + 40;
/**
* Window type: used to show the status bar in non conventional parts of the screen (i.e.
* the left or the bottom of the screen).
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_STATUS_BAR_ADDITIONAL = FIRST_SYSTEM_WINDOW + 41;
/**
* Window type: panel that slides out from the status bar
* In multiuser systems shows on all users' windows.
* @hide
*/
public static final int TYPE_SLIM_RECENTS = FIRST_SYSTEM_WINDOW+42;
/**
* 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;
/**
* @hide
*/
@IntDef(prefix = "TYPE_", value = {
TYPE_BASE_APPLICATION,
TYPE_APPLICATION,
TYPE_APPLICATION_STARTING,
TYPE_DRAWN_APPLICATION,
TYPE_APPLICATION_PANEL,
TYPE_APPLICATION_MEDIA,
TYPE_APPLICATION_SUB_PANEL,
TYPE_APPLICATION_ATTACHED_DIALOG,
TYPE_APPLICATION_MEDIA_OVERLAY,
TYPE_APPLICATION_ABOVE_SUB_PANEL,
TYPE_STATUS_BAR,
TYPE_SEARCH_BAR,
TYPE_PHONE,
TYPE_SYSTEM_ALERT,
TYPE_KEYGUARD,
TYPE_TOAST,
TYPE_SYSTEM_OVERLAY,
TYPE_PRIORITY_PHONE,
TYPE_SYSTEM_DIALOG,
TYPE_KEYGUARD_DIALOG,
TYPE_SYSTEM_ERROR,
TYPE_INPUT_METHOD,
TYPE_INPUT_METHOD_DIALOG,
TYPE_WALLPAPER,
TYPE_STATUS_BAR_PANEL,
TYPE_SECURE_SYSTEM_OVERLAY,
TYPE_DRAG,
TYPE_STATUS_BAR_SUB_PANEL,
TYPE_POINTER,
TYPE_NAVIGATION_BAR,
TYPE_VOLUME_OVERLAY,
TYPE_BOOT_PROGRESS,
TYPE_INPUT_CONSUMER,
TYPE_NAVIGATION_BAR_PANEL,
TYPE_DISPLAY_OVERLAY,
TYPE_MAGNIFICATION_OVERLAY,
TYPE_PRIVATE_PRESENTATION,
TYPE_VOICE_INTERACTION,
TYPE_ACCESSIBILITY_OVERLAY,
TYPE_VOICE_INTERACTION_STARTING,
TYPE_DOCK_DIVIDER,
TYPE_QS_DIALOG,
TYPE_SCREENSHOT,
TYPE_PRESENTATION,
TYPE_APPLICATION_OVERLAY,
TYPE_ACCESSIBILITY_MAGNIFICATION_OVERLAY,
TYPE_NOTIFICATION_SHADE,
TYPE_STATUS_BAR_ADDITIONAL
})
@Retention(RetentionPolicy.SOURCE)
public @interface WindowType {}
/**
* 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(@WindowType 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: enable blur behind for this window. */
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.
*
* 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.
*
* The intention of this flag is to leave the touch to be handled by some window below
* this window (in Z order).
*
* Starting from Android {@link Build.VERSION_CODES#S}, for security reasons, touch
* events that pass through windows containing this flag (ie. are within the bounds of the
* window) will only be delivered to the touch-consuming window if one (or more) of the
* items below are true:
* If none of these cases hold, the touch will not be delivered and a message will be
* logged to logcat. This value is 0.8. Apps that want to gather this value from the system rather
* than hard-coding it might want to use {@link
* android.hardware.input.InputManager#getMaximumObscuringOpacityForTouch()}. The combined obscuring opacity of a set of windows is obtained by combining the
* opacity values of all windows in the set using the associative and commutative operation
* defined as:
* where {@code opacity(X)} is the {@link LayoutParams#alpha} of window X. So, for a set
* of windows {@code {W1, .., Wn}}, the combined obscuring opacity will be:
* Note: on displays that have a {@link DisplayCutout}, the window may be placed
* such that it avoids the {@link DisplayCutout} area if necessary according to the
* {@link #layoutInDisplayCutoutMode}.
*/
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.
*
* 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}. 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}
*
* @deprecated Insets will always be delivered to your application.
*/
@Deprecated
public static final int FLAG_LAYOUT_INSET_DECOR = 0x00010000;
/** Window flag: when set, inverts the input method focusability of the window.
*
* The effect of setting this flag depends on whether {@link #FLAG_NOT_FOCUSABLE} is set:
*
* If {@link #FLAG_NOT_FOCUSABLE} is not set, i.e. when the window is focusable,
* setting this flag prevents this window from becoming the target of the input method.
* Consequently, it will not be able to interact with the input method,
* and will be layered above the input method (unless there is another input method
* target above it).
*
*
* If {@link #FLAG_NOT_FOCUSABLE} is set, setting this flag requests for the window
* to be the input method target even though the window is not focusable.
* Consequently, it will be layered below the input method.
* Note: Windows that set {@link #FLAG_NOT_FOCUSABLE} cannot interact with the input method,
* regardless of this flag.
*/
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.
*
* 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}. Indicates whether this window should be hardware accelerated.
* Requesting hardware acceleration does not guarantee it will happen. This flag can be controlled programmatically only to enable
* hardware acceleration. To enable hardware acceleration for a given
* window programmatically, do the following: It is important to remember that this flag must
* be set before setting the content view of your activity or dialog. 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. 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. 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}. 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). 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: 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}. 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}. Note: For devices that support
* {@link android.content.pm.PackageManager#FEATURE_AUTOMOTIVE} this flag may be ignored.
*
* @deprecated Use {@link Window#setStatusBarColor(int)} with a half-translucent color
* instead.
*/
@Deprecated
public static final int FLAG_TRANSLUCENT_STATUS = 0x04000000;
/**
* Window flag: request a translucent navigation bar with minimal system-provided
* background protection.
*
* 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}. 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}. Note: For devices that support
* {@link android.content.pm.PackageManager#FEATURE_AUTOMOTIVE} this flag can be disabled
* by the car manufacturers.
*
* @deprecated Use {@link Window#setNavigationBarColor(int)} with a half-translucent color
* instead.
*/
@Deprecated
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}
*/
@UnsupportedAppUsage
@TestApi
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.
*
* @deprecated Use {@link #setFitInsetsTypes(int)} to determine whether the attached
* window will overlap with system bars.
*/
@Deprecated
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;
/**
* @hide
*/
@IntDef(flag = true, prefix = "FLAG_", value = {
FLAG_ALLOW_LOCK_WHILE_SCREEN_ON,
FLAG_DIM_BEHIND,
FLAG_BLUR_BEHIND,
FLAG_NOT_FOCUSABLE,
FLAG_NOT_TOUCHABLE,
FLAG_NOT_TOUCH_MODAL,
FLAG_TOUCHABLE_WHEN_WAKING,
FLAG_KEEP_SCREEN_ON,
FLAG_LAYOUT_IN_SCREEN,
FLAG_LAYOUT_NO_LIMITS,
FLAG_FULLSCREEN,
FLAG_FORCE_NOT_FULLSCREEN,
FLAG_DITHER,
FLAG_SECURE,
FLAG_SCALED,
FLAG_IGNORE_CHEEK_PRESSES,
FLAG_LAYOUT_INSET_DECOR,
FLAG_ALT_FOCUSABLE_IM,
FLAG_WATCH_OUTSIDE_TOUCH,
FLAG_SHOW_WHEN_LOCKED,
FLAG_SHOW_WALLPAPER,
FLAG_TURN_SCREEN_ON,
FLAG_DISMISS_KEYGUARD,
FLAG_SPLIT_TOUCH,
FLAG_HARDWARE_ACCELERATED,
FLAG_LAYOUT_IN_OVERSCAN,
FLAG_TRANSLUCENT_STATUS,
FLAG_TRANSLUCENT_NAVIGATION,
FLAG_LOCAL_FOCUS_MODE,
FLAG_SLIPPERY,
FLAG_LAYOUT_ATTACHED_IN_DECOR,
FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS,
})
@Retention(RetentionPolicy.SOURCE)
public @interface Flags {}
/**
* 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 = "ALLOW_LOCK_WHILE_SCREEN_ON"),
@ViewDebug.FlagToString(mask = FLAG_DIM_BEHIND, equals = FLAG_DIM_BEHIND,
name = "DIM_BEHIND"),
@ViewDebug.FlagToString(mask = FLAG_BLUR_BEHIND, equals = FLAG_BLUR_BEHIND,
name = "BLUR_BEHIND"),
@ViewDebug.FlagToString(mask = FLAG_NOT_FOCUSABLE, equals = FLAG_NOT_FOCUSABLE,
name = "NOT_FOCUSABLE"),
@ViewDebug.FlagToString(mask = FLAG_NOT_TOUCHABLE, equals = FLAG_NOT_TOUCHABLE,
name = "NOT_TOUCHABLE"),
@ViewDebug.FlagToString(mask = FLAG_NOT_TOUCH_MODAL, equals = FLAG_NOT_TOUCH_MODAL,
name = "NOT_TOUCH_MODAL"),
@ViewDebug.FlagToString(mask = FLAG_TOUCHABLE_WHEN_WAKING, equals = FLAG_TOUCHABLE_WHEN_WAKING,
name = "TOUCHABLE_WHEN_WAKING"),
@ViewDebug.FlagToString(mask = FLAG_KEEP_SCREEN_ON, equals = FLAG_KEEP_SCREEN_ON,
name = "KEEP_SCREEN_ON"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_IN_SCREEN, equals = FLAG_LAYOUT_IN_SCREEN,
name = "LAYOUT_IN_SCREEN"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_NO_LIMITS, equals = FLAG_LAYOUT_NO_LIMITS,
name = "LAYOUT_NO_LIMITS"),
@ViewDebug.FlagToString(mask = FLAG_FULLSCREEN, equals = FLAG_FULLSCREEN,
name = "FULLSCREEN"),
@ViewDebug.FlagToString(mask = FLAG_FORCE_NOT_FULLSCREEN, equals = FLAG_FORCE_NOT_FULLSCREEN,
name = "FORCE_NOT_FULLSCREEN"),
@ViewDebug.FlagToString(mask = FLAG_DITHER, equals = FLAG_DITHER,
name = "DITHER"),
@ViewDebug.FlagToString(mask = FLAG_SECURE, equals = FLAG_SECURE,
name = "SECURE"),
@ViewDebug.FlagToString(mask = FLAG_SCALED, equals = FLAG_SCALED,
name = "SCALED"),
@ViewDebug.FlagToString(mask = FLAG_IGNORE_CHEEK_PRESSES, equals = FLAG_IGNORE_CHEEK_PRESSES,
name = "IGNORE_CHEEK_PRESSES"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_INSET_DECOR, equals = FLAG_LAYOUT_INSET_DECOR,
name = "LAYOUT_INSET_DECOR"),
@ViewDebug.FlagToString(mask = FLAG_ALT_FOCUSABLE_IM, equals = FLAG_ALT_FOCUSABLE_IM,
name = "ALT_FOCUSABLE_IM"),
@ViewDebug.FlagToString(mask = FLAG_WATCH_OUTSIDE_TOUCH, equals = FLAG_WATCH_OUTSIDE_TOUCH,
name = "WATCH_OUTSIDE_TOUCH"),
@ViewDebug.FlagToString(mask = FLAG_SHOW_WHEN_LOCKED, equals = FLAG_SHOW_WHEN_LOCKED,
name = "SHOW_WHEN_LOCKED"),
@ViewDebug.FlagToString(mask = FLAG_SHOW_WALLPAPER, equals = FLAG_SHOW_WALLPAPER,
name = "SHOW_WALLPAPER"),
@ViewDebug.FlagToString(mask = FLAG_TURN_SCREEN_ON, equals = FLAG_TURN_SCREEN_ON,
name = "TURN_SCREEN_ON"),
@ViewDebug.FlagToString(mask = FLAG_DISMISS_KEYGUARD, equals = FLAG_DISMISS_KEYGUARD,
name = "DISMISS_KEYGUARD"),
@ViewDebug.FlagToString(mask = FLAG_SPLIT_TOUCH, equals = FLAG_SPLIT_TOUCH,
name = "SPLIT_TOUCH"),
@ViewDebug.FlagToString(mask = FLAG_HARDWARE_ACCELERATED, equals = FLAG_HARDWARE_ACCELERATED,
name = "HARDWARE_ACCELERATED"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_IN_OVERSCAN, equals = FLAG_LAYOUT_IN_OVERSCAN,
name = "LOCAL_FOCUS_MODE"),
@ViewDebug.FlagToString(mask = FLAG_TRANSLUCENT_STATUS, equals = FLAG_TRANSLUCENT_STATUS,
name = "TRANSLUCENT_STATUS"),
@ViewDebug.FlagToString(mask = FLAG_TRANSLUCENT_NAVIGATION, equals = FLAG_TRANSLUCENT_NAVIGATION,
name = "TRANSLUCENT_NAVIGATION"),
@ViewDebug.FlagToString(mask = FLAG_LOCAL_FOCUS_MODE, equals = FLAG_LOCAL_FOCUS_MODE,
name = "LOCAL_FOCUS_MODE"),
@ViewDebug.FlagToString(mask = FLAG_SLIPPERY, equals = FLAG_SLIPPERY,
name = "FLAG_SLIPPERY"),
@ViewDebug.FlagToString(mask = FLAG_LAYOUT_ATTACHED_IN_DECOR, equals = FLAG_LAYOUT_ATTACHED_IN_DECOR,
name = "FLAG_LAYOUT_ATTACHED_IN_DECOR"),
@ViewDebug.FlagToString(mask = FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS, equals = FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS,
name = "DRAWS_SYSTEM_BAR_BACKGROUNDS")
}, formatToHexString = true)
@Flags
public int flags;
/**
* 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;
/**
* When set {@link LayoutParams#TYPE_APPLICATION_OVERLAY} windows will stay visible, even if
* {@link LayoutParams#SYSTEM_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS} is set for another
* visible window.
* @hide
*/
@RequiresPermission(permission.SYSTEM_APPLICATION_OVERLAY)
public static final int PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY = 0x00000008;
/** 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} */
@SystemApi
@RequiresPermission(permission.INTERNAL_SYSTEM_WINDOW)
public static final int SYSTEM_FLAG_SHOW_FOR_ALL_USERS = 0x00000010;
/**
* Flag to allow this window to have unrestricted gesture exclusion.
*
* @see View#setSystemGestureExclusionRects(List)
* @hide
*/
public static final int PRIVATE_FLAG_UNRESTRICTED_GESTURE_EXCLUSION = 0x00000020;
/**
* Never animate position changes of the window.
*
* {@hide}
*/
@UnsupportedAppUsage
@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;
/**
* Flag to indicate that the view hierarchy of the window can only be measured when
* necessary. If a window size can be known by the LayoutParams, we can use the size to
* relayout window, and we don't have to measure the view hierarchy before laying out the
* views. This reduces the chances to perform measure.
* {@hide}
*/
public static final int PRIVATE_FLAG_OPTIMIZE_MEASURE = 0x00000200;
/**
* 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.
* This can only be set by {@link LayoutParams#TYPE_STATUS_BAR}.
*
* {@hide}
*/
public static final int PRIVATE_FLAG_FORCE_SHOW_STATUS_BAR = 0x00001000;
/**
* Flag to indicate that the window frame should be the requested frame adding the display
* cutout frame. This will only be applied if a specific size smaller than the parent frame
* is given, and the window is covering the display cutout. The extended frame will not be
* larger than the parent frame.
*
* {@hide}
*/
public static final int PRIVATE_FLAG_LAYOUT_SIZE_EXTENDED_BY_CUTOUT = 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_BAR_BACKGROUNDS = 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
*/
@SystemApi
@RequiresPermission(permission.HIDE_NON_SYSTEM_OVERLAY_WINDOWS)
public static final int SYSTEM_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;
/**
* Flag to indicate that this window will be excluded while computing the magnifiable region
* on the un-scaled screen coordinate, which could avoid the cutout on the magnification
* border. It should be used for unmagnifiable overlays.
*
*
* Note unlike {@link #PRIVATE_FLAG_NOT_MAGNIFIABLE}, this flag doesn't affect the ability
* of magnification. If you want to the window to be unmagnifiable and doesn't lead to the
* cutout, you need to combine both of them.
*
* @hide
*/
public static final int PRIVATE_FLAG_EXCLUDE_FROM_SCREEN_MAGNIFICATION = 0x00200000;
/**
* Flag to prevent the window from being magnified by the accessibility magnifier.
*
* TODO(b/190623172): This is a temporary solution and need to find out another way instead.
* @hide
*/
public static final int PRIVATE_FLAG_NOT_MAGNIFIABLE = 0x00400000;
/**
* Flag to indicate that the status bar window is in a state such that it forces showing
* the navigation bar unless the navigation bar window is explicitly set to
* {@link View#GONE}.
* It only takes effects if this is set by {@link LayoutParams#TYPE_STATUS_BAR}.
* @hide
*/
public static final int PRIVATE_FLAG_STATUS_FORCE_SHOW_NAVIGATION = 0x00800000;
/**
* Flag to indicate that the window is color space agnostic, and the color can be
* interpreted to any color space.
* @hide
*/
public static final int PRIVATE_FLAG_COLOR_SPACE_AGNOSTIC = 0x01000000;
/**
* Flag to request creation of a BLAST (Buffer as LayerState) Layer.
* If not specified the client will receive a BufferQueue layer.
* @hide
*/
public static final int PRIVATE_FLAG_USE_BLAST = 0x02000000;
/**
* Flag to indicate that the window is controlling the appearance of system bars. So we
* don't need to adjust it by reading its system UI flags for compatibility.
* @hide
*/
public static final int PRIVATE_FLAG_APPEARANCE_CONTROLLED = 0x04000000;
/**
* Flag to indicate that the window is controlling the behavior of system bars. So we don't
* need to adjust it by reading its window flags or system UI flags for compatibility.
* @hide
*/
public static final int PRIVATE_FLAG_BEHAVIOR_CONTROLLED = 0x08000000;
/**
* Flag to indicate that the window is controlling how it fits window insets on its own.
* So we don't need to adjust its attributes for fitting window insets.
* @hide
*/
public static final int PRIVATE_FLAG_FIT_INSETS_CONTROLLED = 0x10000000;
/**
* Flag to indicate that the window is a trusted overlay.
* @hide
*/
public static final int PRIVATE_FLAG_TRUSTED_OVERLAY = 0x20000000;
/**
* Flag to indicate that the parent frame of a window should be inset by IME.
* @hide
*/
public static final int PRIVATE_FLAG_INSET_PARENT_FRAME_BY_IME = 0x40000000;
/**
* Flag to indicate that we want to intercept and handle global drag and drop for all users.
* This flag allows a window to considered for drag events even if not visible, and will
* receive drags for all active users in the system.
*
* Additional data is provided to windows with this flag, including the {@link ClipData}
* including all items with the {@link DragEvent#ACTION_DRAG_STARTED} event, and the
* actual drag surface with the {@link DragEvent#ACTION_DROP} event. If the window consumes,
* the drop, then the cleanup of the drag surface (provided as a part of
* {@link DragEvent#ACTION_DROP}) will be relinquished to the window.
* @hide
*/
@RequiresPermission(permission.MANAGE_ACTIVITY_TASKS)
public static final int PRIVATE_FLAG_INTERCEPT_GLOBAL_DRAG_AND_DROP = 0x80000000;
/**
* An internal annotation for flags that can be specified to {@link #softInputMode}.
*
* @hide
*/
@SystemApi
@Retention(RetentionPolicy.SOURCE)
@IntDef(flag = true, prefix = { "SYSTEM_FLAG_" }, value = {
SYSTEM_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS,
SYSTEM_FLAG_SHOW_FOR_ALL_USERS,
})
public @interface SystemFlags {}
/**
* @hide
*/
@IntDef(flag = true, prefix="PRIVATE_FLAG_", value = {
PRIVATE_FLAG_FORCE_HARDWARE_ACCELERATED,
PRIVATE_FLAG_WANTS_OFFSET_NOTIFICATIONS,
SYSTEM_FLAG_SHOW_FOR_ALL_USERS,
PRIVATE_FLAG_UNRESTRICTED_GESTURE_EXCLUSION,
PRIVATE_FLAG_NO_MOVE_ANIMATION,
PRIVATE_FLAG_COMPATIBLE_WINDOW,
PRIVATE_FLAG_SYSTEM_ERROR,
PRIVATE_FLAG_OPTIMIZE_MEASURE,
PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS,
PRIVATE_FLAG_FORCE_SHOW_STATUS_BAR,
PRIVATE_FLAG_LAYOUT_SIZE_EXTENDED_BY_CUTOUT,
PRIVATE_FLAG_FORCE_DECOR_VIEW_VISIBILITY,
PRIVATE_FLAG_WILL_NOT_REPLACE_ON_RELAUNCH,
PRIVATE_FLAG_LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME,
PRIVATE_FLAG_FORCE_DRAW_BAR_BACKGROUNDS,
PRIVATE_FLAG_SUSTAINED_PERFORMANCE_MODE,
SYSTEM_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS,
PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY,
PRIVATE_FLAG_EXCLUDE_FROM_SCREEN_MAGNIFICATION,
PRIVATE_FLAG_NOT_MAGNIFIABLE,
PRIVATE_FLAG_STATUS_FORCE_SHOW_NAVIGATION,
PRIVATE_FLAG_COLOR_SPACE_AGNOSTIC,
PRIVATE_FLAG_USE_BLAST,
PRIVATE_FLAG_APPEARANCE_CONTROLLED,
PRIVATE_FLAG_BEHAVIOR_CONTROLLED,
PRIVATE_FLAG_FIT_INSETS_CONTROLLED,
PRIVATE_FLAG_TRUSTED_OVERLAY,
PRIVATE_FLAG_INSET_PARENT_FRAME_BY_IME,
PRIVATE_FLAG_INTERCEPT_GLOBAL_DRAG_AND_DROP,
PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY,
})
public @interface PrivateFlags {}
/**
* Control flags that are private to the platform.
* @hide
*/
@UnsupportedAppUsage
@ViewDebug.ExportedProperty(flagMapping = {
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_FORCE_HARDWARE_ACCELERATED,
equals = PRIVATE_FLAG_FORCE_HARDWARE_ACCELERATED,
name = "FORCE_HARDWARE_ACCELERATED"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_WANTS_OFFSET_NOTIFICATIONS,
equals = PRIVATE_FLAG_WANTS_OFFSET_NOTIFICATIONS,
name = "WANTS_OFFSET_NOTIFICATIONS"),
@ViewDebug.FlagToString(
mask = SYSTEM_FLAG_SHOW_FOR_ALL_USERS,
equals = SYSTEM_FLAG_SHOW_FOR_ALL_USERS,
name = "SHOW_FOR_ALL_USERS"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_UNRESTRICTED_GESTURE_EXCLUSION,
equals = PRIVATE_FLAG_UNRESTRICTED_GESTURE_EXCLUSION,
name = "UNRESTRICTED_GESTURE_EXCLUSION"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_NO_MOVE_ANIMATION,
equals = PRIVATE_FLAG_NO_MOVE_ANIMATION,
name = "NO_MOVE_ANIMATION"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_COMPATIBLE_WINDOW,
equals = PRIVATE_FLAG_COMPATIBLE_WINDOW,
name = "COMPATIBLE_WINDOW"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_SYSTEM_ERROR,
equals = PRIVATE_FLAG_SYSTEM_ERROR,
name = "SYSTEM_ERROR"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_OPTIMIZE_MEASURE,
equals = PRIVATE_FLAG_OPTIMIZE_MEASURE,
name = "OPTIMIZE_MEASURE"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS,
equals = PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS,
name = "DISABLE_WALLPAPER_TOUCH_EVENTS"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_FORCE_SHOW_STATUS_BAR,
equals = PRIVATE_FLAG_FORCE_SHOW_STATUS_BAR,
name = "FORCE_STATUS_BAR_VISIBLE"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_LAYOUT_SIZE_EXTENDED_BY_CUTOUT,
equals = PRIVATE_FLAG_LAYOUT_SIZE_EXTENDED_BY_CUTOUT,
name = "LAYOUT_SIZE_EXTENDED_BY_CUTOUT"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_FORCE_DECOR_VIEW_VISIBILITY,
equals = PRIVATE_FLAG_FORCE_DECOR_VIEW_VISIBILITY,
name = "FORCE_DECOR_VIEW_VISIBILITY"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_WILL_NOT_REPLACE_ON_RELAUNCH,
equals = PRIVATE_FLAG_WILL_NOT_REPLACE_ON_RELAUNCH,
name = "WILL_NOT_REPLACE_ON_RELAUNCH"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME,
equals = PRIVATE_FLAG_LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME,
name = "LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_FORCE_DRAW_BAR_BACKGROUNDS,
equals = PRIVATE_FLAG_FORCE_DRAW_BAR_BACKGROUNDS,
name = "FORCE_DRAW_STATUS_BAR_BACKGROUND"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_SUSTAINED_PERFORMANCE_MODE,
equals = PRIVATE_FLAG_SUSTAINED_PERFORMANCE_MODE,
name = "SUSTAINED_PERFORMANCE_MODE"),
@ViewDebug.FlagToString(
mask = SYSTEM_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS,
equals = SYSTEM_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS,
name = "HIDE_NON_SYSTEM_OVERLAY_WINDOWS"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY,
equals = PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY,
name = "IS_ROUNDED_CORNERS_OVERLAY"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_EXCLUDE_FROM_SCREEN_MAGNIFICATION,
equals = PRIVATE_FLAG_EXCLUDE_FROM_SCREEN_MAGNIFICATION,
name = "EXCLUDE_FROM_SCREEN_MAGNIFICATION"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_NOT_MAGNIFIABLE,
equals = PRIVATE_FLAG_NOT_MAGNIFIABLE,
name = "NOT_MAGNIFIABLE"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_STATUS_FORCE_SHOW_NAVIGATION,
equals = PRIVATE_FLAG_STATUS_FORCE_SHOW_NAVIGATION,
name = "STATUS_FORCE_SHOW_NAVIGATION"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_COLOR_SPACE_AGNOSTIC,
equals = PRIVATE_FLAG_COLOR_SPACE_AGNOSTIC,
name = "COLOR_SPACE_AGNOSTIC"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_USE_BLAST,
equals = PRIVATE_FLAG_USE_BLAST,
name = "USE_BLAST"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_APPEARANCE_CONTROLLED,
equals = PRIVATE_FLAG_APPEARANCE_CONTROLLED,
name = "APPEARANCE_CONTROLLED"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_BEHAVIOR_CONTROLLED,
equals = PRIVATE_FLAG_BEHAVIOR_CONTROLLED,
name = "BEHAVIOR_CONTROLLED"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_FIT_INSETS_CONTROLLED,
equals = PRIVATE_FLAG_FIT_INSETS_CONTROLLED,
name = "FIT_INSETS_CONTROLLED"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_TRUSTED_OVERLAY,
equals = PRIVATE_FLAG_TRUSTED_OVERLAY,
name = "TRUSTED_OVERLAY"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_INSET_PARENT_FRAME_BY_IME,
equals = PRIVATE_FLAG_INSET_PARENT_FRAME_BY_IME,
name = "INSET_PARENT_FRAME_BY_IME"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_INTERCEPT_GLOBAL_DRAG_AND_DROP,
equals = PRIVATE_FLAG_INTERCEPT_GLOBAL_DRAG_AND_DROP,
name = "INTERCEPT_GLOBAL_DRAG_AND_DROP"),
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY,
equals = PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY,
name = "PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY")
})
@PrivateFlags
@TestApi
public int privateFlags;
/**
* 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 can use the input method.
*
* @param flags The current window manager flags.
*
* @return Returns {@code true} if a window with the given flags would be able to
* use the input method, {@code false} if not.
*/
public static boolean mayUseInputMethod(int flags) {
return (flags & FLAG_NOT_FOCUSABLE) != FLAG_NOT_FOCUSABLE
&& (flags & FLAG_ALT_FOCUSABLE_IM) != FLAG_ALT_FOCUSABLE_IM;
}
/**
* 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. The system may
* show or hide the software keyboard for better user experience when the window gains
* focus.
*/
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).
*
* Applications that target {@link android.os.Build.VERSION_CODES#P} and later, this flag
* is ignored unless there is a focused view that returns {@code true} from
* {@link View#onCheckIsTextEditor()} when the window is focused. Applications that target {@link android.os.Build.VERSION_CODES#P} and later, this flag
* is ignored unless there is a focused view that returns {@code true} from
* {@link View#onCheckIsTextEditor()} when the window is focused. This flag can be controlled in your theme through the
* {@link android.R.attr#windowSoftInputMode} attribute.
* 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 should be used in favor of {@link LayoutParams#preferredDisplayModeId} for
* applications that want to specify the refresh rate, but do not want to specify a
* preference for any other displayMode properties (e.g., resolution).
*
* This value is ignored if {@link #preferredDisplayModeId} is set.
*
* @see Display#getSupportedRefreshRates()
*/
public float preferredRefreshRate;
/**
* Id of the preferred display mode for the window.
*
* 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;
/**
* The min display refresh rate while the window is in focus.
*
* This value is ignored if {@link #preferredDisplayModeId} is set.
* @hide
*/
public float preferredMinDisplayRefreshRate;
/**
* The max display refresh rate while the window is in focus.
*
* This value is ignored if {@link #preferredDisplayModeId} is set.
* @hide
*/
public float preferredMaxDisplayRefreshRate;
/**
* An internal annotation for flags that can be specified to {@link #systemUiVisibility}
* and {@link #subtreeSystemUiVisibility}.
*
* @hide
*/
@Retention(RetentionPolicy.SOURCE)
@IntDef(flag = true, prefix = { "" }, value = {
SYSTEM_UI_FLAG_VISIBLE,
SYSTEM_UI_FLAG_LOW_PROFILE,
SYSTEM_UI_FLAG_HIDE_NAVIGATION,
SYSTEM_UI_FLAG_FULLSCREEN,
SYSTEM_UI_FLAG_LIGHT_NAVIGATION_BAR,
SYSTEM_UI_FLAG_LAYOUT_STABLE,
SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION,
SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN,
SYSTEM_UI_FLAG_IMMERSIVE,
SYSTEM_UI_FLAG_IMMERSIVE_STICKY,
SYSTEM_UI_FLAG_LIGHT_STATUS_BAR,
STATUS_BAR_DISABLE_EXPAND,
STATUS_BAR_DISABLE_NOTIFICATION_ICONS,
STATUS_BAR_DISABLE_NOTIFICATION_ALERTS,
STATUS_BAR_DISABLE_NOTIFICATION_TICKER,
STATUS_BAR_DISABLE_SYSTEM_INFO,
STATUS_BAR_DISABLE_HOME,
STATUS_BAR_DISABLE_BACK,
STATUS_BAR_DISABLE_CLOCK,
STATUS_BAR_DISABLE_RECENT,
STATUS_BAR_DISABLE_SEARCH,
})
public @interface SystemUiVisibilityFlags {}
/**
* Control the visibility of the status bar.
*
* @see View#STATUS_BAR_VISIBLE
* @see View#STATUS_BAR_HIDDEN
*
* @deprecated SystemUiVisibility flags are deprecated. Use {@link WindowInsetsController}
* instead.
*/
@SystemUiVisibilityFlags
@Deprecated
public int systemUiVisibility;
/**
* @hide
* The ui visibility as requested by the views in this hierarchy.
* the combined value should be systemUiVisibility | subtreeSystemUiVisibility.
*/
@SystemUiVisibilityFlags
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
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
*/
@UnsupportedAppUsage
public boolean hasSystemUiListeners;
/** @hide */
@Retention(RetentionPolicy.SOURCE)
@IntDef(
value = {LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT,
LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES,
LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER,
LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS})
@interface LayoutInDisplayCutoutMode {}
/**
* Controls how the window is laid out if there is a {@link DisplayCutout}.
*
*
* Defaults to {@link #LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT}.
*
* @see #LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT
* @see #LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES
* @see #LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER
* @see #LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS
* @see DisplayCutout
* @see android.R.attr#windowLayoutInDisplayCutoutMode
* android:windowLayoutInDisplayCutoutMode
*/
@LayoutInDisplayCutoutMode
public int layoutInDisplayCutoutMode = LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT;
/**
* The window is allowed to extend into the {@link DisplayCutout} area, only if the
* {@link DisplayCutout} is fully contained within a system bar or the {@link DisplayCutout}
* is not deeper than 16 dp, but this depends on the OEM choice. Otherwise, the window is
* laid out such that it does not overlap with the {@link DisplayCutout} area.
*
*
* In practice, this means that if the window did not set {@link #FLAG_FULLSCREEN} or
* {@link View#SYSTEM_UI_FLAG_FULLSCREEN}, it can extend into the cutout area in portrait
* if the cutout is at the top edge. Similarly for
* {@link View#SYSTEM_UI_FLAG_HIDE_NAVIGATION} and a cutout at the bottom of the screen.
* Otherwise (i.e. fullscreen or landscape) it is laid out such that it does not overlap the
* cutout area.
*
*
* The usual precautions for not overlapping with the status and navigation bar are
* sufficient for ensuring that no important content overlaps with the DisplayCutout.
*
*
* Note: OEMs can have an option to allow the window to always extend into the
* {@link DisplayCutout} area, no matter the cutout flag set, when the {@link DisplayCutout}
* is on the different side from system bars, only if the {@link DisplayCutout} overlaps at
* most 16dp with the windows.
* In such case, OEMs must provide an opt-in/out affordance for users.
*
* @see DisplayCutout
* @see WindowInsets
* @see #layoutInDisplayCutoutMode
* @see android.R.attr#windowLayoutInDisplayCutoutMode
* android:windowLayoutInDisplayCutoutMode
*/
public static final int LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT = 0;
/**
* The window is always allowed to extend into the {@link DisplayCutout} areas on the short
* edges of the screen.
*
*
* The window will never extend into a {@link DisplayCutout} area on the long edges of the
* screen, unless the {@link DisplayCutout} is not deeper than 16 dp, but this depends on
* the OEM choice.
*
*
* Note: OEMs can have an option to allow the window to extend into the
* {@link DisplayCutout} area on the long edge side, only if the cutout overlaps at most
* 16dp with the windows. In such case, OEMs must provide an opt-in/out affordance for
* users.
*
*
* The window must make sure that no important content overlaps with the
* {@link DisplayCutout}.
*
*
* In this mode, the window extends under cutouts on the short edge of the display in both
* portrait and landscape, regardless of whether the window is hiding the system bars:
* A cutout in the corner is considered to be on the short edge:
* On the other hand, should the cutout be on the long edge of the display, a letterbox will
* be applied such that the window does not extend into the cutout on either long edge:
*
* This should be used with windows that transiently set
* {@link View#SYSTEM_UI_FLAG_FULLSCREEN} or {@link View#SYSTEM_UI_FLAG_HIDE_NAVIGATION}
* to avoid a relayout of the window when the respective flag is set or cleared.
*
* @see DisplayCutout
* @see #layoutInDisplayCutoutMode
* @see android.R.attr#windowLayoutInDisplayCutoutMode
* android:windowLayoutInDisplayCutoutMode
*/
public static final int LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER = 2;
/**
* The window is always allowed to extend into the {@link DisplayCutout} areas on the all
* edges of the screen.
*
*
* The window must make sure that no important content overlaps with the
* {@link DisplayCutout}.
*
*
* In this mode, the window extends under cutouts on the all edges of the display in both
* portrait and landscape, regardless of whether the window is hiding the system bars.
*
* @see DisplayCutout
* @see WindowInsets#getDisplayCutout()
* @see #layoutInDisplayCutoutMode
* @see android.R.attr#windowLayoutInDisplayCutoutMode
* android:windowLayoutInDisplayCutoutMode
*/
public static final int LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS = 3;
/**
* 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 = 1 << 0;
/**
* 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.
*
* Should only be used by the keyguard and phone app.
*
* 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.
*
* Should only be used by the keyguard and phone app.
* This setting should be used when low latency has a higher priority than image
* enhancement processing (e.g. for games or video conferencing).
*
* If the Display sink is connected via HDMI, the device will begin to send infoframes
* with Auto Low Latency Mode enabled and Game Content Type. This will switch the connected
* display to a minimal image processing mode (if available), which reduces latency,
* improving the user experience for gaming or video conferencing applications. For more
* information, see HDMI 2.1 specification.
*
* If the Display sink has an internal connection or uses some other protocol than HDMI,
* effects may be similar but implementation-defined.
*
* The ability to switch to a mode with minimal post proessing may be disabled by a user
* setting in the system settings menu. In that case, this field is ignored and the display
* will remain in its current mode.
*
* @see android.content.pm.ActivityInfo#FLAG_PREFER_MINIMAL_POST_PROCESSING
* @see android.view.Display#isMinimalPostProcessingSupported
* @see android.view.Window#setPreferMinimalPostProcessing
*/
public boolean preferMinimalPostProcessing = false;
/**
* Specifies the amount of blur to be used to blur everything behind the window.
* The effect is similar to the dimAmount, but instead of dimming, the content behind
* will be blurred.
*
* The blur behind radius range starts at 0, which means no blur, and increases until 150
* for the densest blur.
*
* @see #setBlurBehindRadius
*/
private int mBlurBehindRadius = 0;
/**
* 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 = COLOR_MODE_DEFAULT;
/**
* Carries the requests about {@link WindowInsetsController.Appearance} and
* {@link WindowInsetsController.Behavior} to the system windows which can produce insets.
*
* @hide
*/
public final InsetsFlags insetsFlags = new InsetsFlags();
@ViewDebug.ExportedProperty(flagMapping = {
@ViewDebug.FlagToString(
mask = STATUS_BARS,
equals = STATUS_BARS,
name = "STATUS_BARS"),
@ViewDebug.FlagToString(
mask = NAVIGATION_BARS,
equals = NAVIGATION_BARS,
name = "NAVIGATION_BARS"),
@ViewDebug.FlagToString(
mask = CAPTION_BAR,
equals = CAPTION_BAR,
name = "CAPTION_BAR"),
@ViewDebug.FlagToString(
mask = IME,
equals = IME,
name = "IME"),
@ViewDebug.FlagToString(
mask = SYSTEM_GESTURES,
equals = SYSTEM_GESTURES,
name = "SYSTEM_GESTURES"),
@ViewDebug.FlagToString(
mask = MANDATORY_SYSTEM_GESTURES,
equals = MANDATORY_SYSTEM_GESTURES,
name = "MANDATORY_SYSTEM_GESTURES"),
@ViewDebug.FlagToString(
mask = TAPPABLE_ELEMENT,
equals = TAPPABLE_ELEMENT,
name = "TAPPABLE_ELEMENT"),
@ViewDebug.FlagToString(
mask = WINDOW_DECOR,
equals = WINDOW_DECOR,
name = "WINDOW_DECOR")
})
private @InsetsType int mFitInsetsTypes = Type.systemBars();
@ViewDebug.ExportedProperty(flagMapping = {
@ViewDebug.FlagToString(
mask = LEFT,
equals = LEFT,
name = "LEFT"),
@ViewDebug.FlagToString(
mask = TOP,
equals = TOP,
name = "TOP"),
@ViewDebug.FlagToString(
mask = RIGHT,
equals = RIGHT,
name = "RIGHT"),
@ViewDebug.FlagToString(
mask = BOTTOM,
equals = BOTTOM,
name = "BOTTOM")
})
private @InsetsSide int mFitInsetsSides = Side.all();
private boolean mFitInsetsIgnoringVisibility = false;
/**
* If set, the specified insets types will be provided by the window and the insets frame
* will be calculated based on the provider's parameters. The insets types and the array
* should not be modified after the window is added. If multiple layout parameters are
* provided for different rotations in {@link LayoutParams#paramsForRotation}, the types in
* the providedInsets array should be the same in all rotations, including the base one.
* All other params can be adjusted at runtime.
* See {@link InsetsFrameProvider}.
*
* @hide
*/
public InsetsFrameProvider[] providedInsets;
/**
* If specified, the frame that used to calculate relative {@link RoundedCorner} will be
* the window frame of this window minus the insets that this window provides.
*
* Task bar will draw fake rounded corners above itself, so we need this insets to calculate
* correct rounded corners for this window.
*
* @hide
*/
public boolean insetsRoundedCornerFrame = false;
/**
* {@link LayoutParams} to be applied to the window when layout with a assigned rotation.
* This will make layout during rotation change smoothly.
*
* @hide
*/
public LayoutParams[] paramsForRotation;
/**
* Specifies types of insets that this window should avoid overlapping during layout.
*
* @param types which {@link WindowInsets.Type}s of insets that this window should avoid.
* The initial value of this object includes all system bars.
*/
public void setFitInsetsTypes(@InsetsType int types) {
mFitInsetsTypes = types;
privateFlags |= PRIVATE_FLAG_FIT_INSETS_CONTROLLED;
}
/**
* Specifies sides of insets that this window should avoid overlapping during layout.
*
* @param sides which sides that this window should avoid overlapping with the types
* specified. The initial value of this object includes all sides.
*/
public void setFitInsetsSides(@InsetsSide int sides) {
mFitInsetsSides = sides;
privateFlags |= PRIVATE_FLAG_FIT_INSETS_CONTROLLED;
}
/**
* Specifies if this window should fit the window insets no matter they are visible or not.
*
* @param ignore if true, this window will fit the given types even if they are not visible.
*/
public void setFitInsetsIgnoringVisibility(boolean ignore) {
mFitInsetsIgnoringVisibility = ignore;
privateFlags |= PRIVATE_FLAG_FIT_INSETS_CONTROLLED;
}
/**
* Specifies that the window should be considered a trusted system overlay. Trusted system
* overlays are ignored when considering whether windows are obscured during input
* dispatch. Requires the {@link android.Manifest.permission#INTERNAL_SYSTEM_WINDOW}
* permission.
*
* {@see android.view.MotionEvent#FLAG_WINDOW_IS_OBSCURED}
* {@see android.view.MotionEvent#FLAG_WINDOW_IS_PARTIALLY_OBSCURED}
* @hide
*/
public void setTrustedOverlay() {
privateFlags |= PRIVATE_FLAG_TRUSTED_OVERLAY;
}
/**
* When set on {@link LayoutParams#TYPE_APPLICATION_OVERLAY} windows they stay visible,
* even if {@link LayoutParams#SYSTEM_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS} is set for
* another visible window.
* @hide
*/
@SystemApi
@RequiresPermission(permission.SYSTEM_APPLICATION_OVERLAY)
public void setSystemApplicationOverlay(boolean isSystemApplicationOverlay) {
if (isSystemApplicationOverlay) {
privateFlags |= PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY;
} else {
privateFlags &= ~PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY;
}
}
/**
* Returns if this window is marked as being a system application overlay.
* @see LayoutParams#setSystemApplicationOverlay(boolean)
*
* Note: the owner of the window must hold
* {@link android.Manifest.permission#SYSTEM_APPLICATION_OVERLAY} for this to have any
* effect.
* @hide
*/
@SystemApi
public boolean isSystemApplicationOverlay() {
return (privateFlags & PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY)
== PRIVATE_FLAG_SYSTEM_APPLICATION_OVERLAY;
}
/**
* @return the {@link WindowInsets.Type}s that this window is avoiding overlapping.
*/
public @InsetsType int getFitInsetsTypes() {
return mFitInsetsTypes;
}
/**
* @return the sides that this window is avoiding overlapping.
*/
public @InsetsSide int getFitInsetsSides() {
return mFitInsetsSides;
}
/**
* @return {@code true} if this window fits the window insets no matter they are visible or
* not.
*/
public boolean isFitInsetsIgnoringVisibility() {
return mFitInsetsIgnoringVisibility;
}
private void checkNonRecursiveParams() {
if (paramsForRotation == null) {
return;
}
for (int i = paramsForRotation.length - 1; i >= 0; i--) {
if (paramsForRotation[i].paramsForRotation != null) {
throw new IllegalArgumentException(
"Params cannot contain params recursively.");
}
}
}
/**
* @see #paramsForRotation
* @hide
*/
public LayoutParams forRotation(int rotation) {
if (paramsForRotation == null || paramsForRotation.length <= rotation
|| paramsForRotation[rotation] == null) {
return this;
}
return paramsForRotation[rotation];
}
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;
}
/**
* Set the color mode of the window. Setting the color mode might
* override the window's pixel {@link WindowManager.LayoutParams#format format}. 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}.
* Blurs the screen behind the window. The effect is similar to that of {@link #dimAmount},
* but instead of dimmed, the content behind the window will be blurred (or combined with
* the dim amount, if such is specified).
*
* The density of the blur is set by the blur radius. The radius defines the size
* of the neighbouring area, from which pixels will be averaged to form the final
* color for each pixel. The operation approximates a Gaussian blur.
* A radius of 0 means no blur. The higher the radius, the denser the blur.
*
* Note the difference with {@link android.view.Window#setBackgroundBlurRadius},
* which blurs only within the bounds of the window. Blur behind blurs the whole screen
* behind the window.
*
* Requires {@link #FLAG_BLUR_BEHIND} to be set.
*
* Cross-window blur might not be supported by some devices due to GPU limitations. It can
* also be disabled at runtime, e.g. during battery saving mode, when multimedia tunneling
* is used or when minimal post processing is requested. In such situations, no blur will
* be computed or drawn, resulting in there being no depth separation between the window
* and the content behind it. To avoid this, the app might want to use more
* {@link #dimAmount} on its window. To listen for cross-window blur enabled/disabled
* events, use {@link #addCrossWindowBlurEnabledListener}.
*
*
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_COMPAT_IGNORE_REQUESTED_ORIENTATION"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_COMPAT_IGNORE_REQUESTED_ORIENTATION =
"android.window.PROPERTY_COMPAT_IGNORE_REQUESTED_ORIENTATION";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager.Property}
* for an app to inform the system that the app can be opted-out from the compatibility
* treatment that avoids {@link android.app.Activity#setRequestedOrientation} loops. The loop
* can be trigerred by ignoreRequestedOrientation display setting enabled on the device or
* by the landscape natural orientation of the device.
*
*
*
*
*
* <application>
* <property
* android:name=
* "android.window.PROPERTY_COMPAT_ALLOW_IGNORING_ORIENTATION_REQUEST_WHEN_LOOP_DETECTED"
* android:value="false"/>
* </application>
*
*
* @hide
*/
// TODO(b/274924641): Make this public API.
String PROPERTY_COMPAT_ALLOW_IGNORING_ORIENTATION_REQUEST_WHEN_LOOP_DETECTED =
"android.window.PROPERTY_COMPAT_ALLOW_IGNORING_ORIENTATION_REQUEST_WHEN_LOOP_DETECTED";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that it needs to be opted-out from the
* compatibility treatment that sandboxes {@link android.view.View} API.
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_COMPAT_ALLOW_SANDBOXING_VIEW_BOUNDS_APIS"
* android:value="false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_COMPAT_ALLOW_SANDBOXING_VIEW_BOUNDS_APIS =
"android.window.PROPERTY_COMPAT_ALLOW_SANDBOXING_VIEW_BOUNDS_APIS";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that the application can be opted-in or opted-out
* from the compatibility treatment that enables sending a fake focus event for unfocused
* resumed split screen activities. This is needed because some game engines wait to get
* focus before drawing the content of the app which isn't guaranteed by default in multi-window
* modes.
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_COMPAT_ENABLE_FAKE_FOCUS"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_COMPAT_ENABLE_FAKE_FOCUS = "android.window.PROPERTY_COMPAT_ENABLE_FAKE_FOCUS";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that the app should be excluded from the
* camera compatibility force rotation treatment.
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_CAMERA_COMPAT_ALLOW_FORCE_ROTATION"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_CAMERA_COMPAT_ALLOW_FORCE_ROTATION =
"android.window.PROPERTY_CAMERA_COMPAT_ALLOW_FORCE_ROTATION";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that the app should be excluded
* from the activity "refresh" after the camera compatibility force rotation treatment.
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_CAMERA_COMPAT_ALLOW_REFRESH"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_CAMERA_COMPAT_ALLOW_REFRESH =
"android.window.PROPERTY_CAMERA_COMPAT_ALLOW_REFRESH";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that the activity should be or shouldn't be
* "refreshed" after the camera compatibility force rotation treatment using "paused ->
* resumed" cycle rather than "stopped -> resumed".
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_CAMERA_COMPAT_ENABLE_REFRESH_VIA_PAUSE"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_CAMERA_COMPAT_ENABLE_REFRESH_VIA_PAUSE =
"android.window.PROPERTY_CAMERA_COMPAT_ENABLE_REFRESH_VIA_PAUSE";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that the app should be excluded from the
* compatibility override for orientation set by the device manufacturer.
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_COMPAT_ALLOW_ORIENTATION_OVERRIDE"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_COMPAT_ALLOW_ORIENTATION_OVERRIDE =
"android.window.PROPERTY_COMPAT_ALLOW_ORIENTATION_OVERRIDE";
/**
* Application level {@link android.content.pm.PackageManager.Property PackageManager
* .Property} for an app to inform the system that the app should be opted-out from the
* compatibility override that fixes display orientation to landscape natural orientation when
* an activity is fullscreen.
*
*
*
*
*
* <application>
* <property
* android:name="android.window.PROPERTY_COMPAT_ALLOW_DISPLAY_ORIENTATION_OVERRIDE"
* android:value="true|false"/>
* </application>
*
*
* @hide
*/
// TODO(b/263984287): Make this public API.
String PROPERTY_COMPAT_ALLOW_DISPLAY_ORIENTATION_OVERRIDE =
"android.window.PROPERTY_COMPAT_ALLOW_DISPLAY_ORIENTATION_OVERRIDE";
/**
* @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();
/**
* Sets that the display should show its content when non-secure keyguard is shown.
*
* @param displayId Display ID.
* @param shouldShow Indicates that the display should show its content when non-secure keyguard
* is shown.
* @see KeyguardManager#isDeviceSecure()
* @see KeyguardManager#isDeviceLocked()
* @hide
*/
@TestApi
default void setShouldShowWithInsecureKeyguard(int displayId, boolean shouldShow) {
}
/**
* Sets that the display should show system decors.
*
*
*
* @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_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_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 = "BASE_APPLICATION"),
@ViewDebug.IntToString(from = TYPE_APPLICATION,
to = "APPLICATION"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_STARTING,
to = "APPLICATION_STARTING"),
@ViewDebug.IntToString(from = TYPE_DRAWN_APPLICATION,
to = "DRAWN_APPLICATION"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_PANEL,
to = "APPLICATION_PANEL"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA,
to = "APPLICATION_MEDIA"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_SUB_PANEL,
to = "APPLICATION_SUB_PANEL"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_ABOVE_SUB_PANEL,
to = "APPLICATION_ABOVE_SUB_PANEL"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_ATTACHED_DIALOG,
to = "APPLICATION_ATTACHED_DIALOG"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA_OVERLAY,
to = "APPLICATION_MEDIA_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_STATUS_BAR,
to = "STATUS_BAR"),
@ViewDebug.IntToString(from = TYPE_SEARCH_BAR,
to = "SEARCH_BAR"),
@ViewDebug.IntToString(from = TYPE_PHONE,
to = "PHONE"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_ALERT,
to = "SYSTEM_ALERT"),
@ViewDebug.IntToString(from = TYPE_TOAST,
to = "TOAST"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_OVERLAY,
to = "SYSTEM_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_PRIORITY_PHONE,
to = "PRIORITY_PHONE"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_DIALOG,
to = "SYSTEM_DIALOG"),
@ViewDebug.IntToString(from = TYPE_KEYGUARD_DIALOG,
to = "KEYGUARD_DIALOG"),
@ViewDebug.IntToString(from = TYPE_SYSTEM_ERROR,
to = "SYSTEM_ERROR"),
@ViewDebug.IntToString(from = TYPE_INPUT_METHOD,
to = "INPUT_METHOD"),
@ViewDebug.IntToString(from = TYPE_INPUT_METHOD_DIALOG,
to = "INPUT_METHOD_DIALOG"),
@ViewDebug.IntToString(from = TYPE_WALLPAPER,
to = "WALLPAPER"),
@ViewDebug.IntToString(from = TYPE_STATUS_BAR_PANEL,
to = "STATUS_BAR_PANEL"),
@ViewDebug.IntToString(from = TYPE_SECURE_SYSTEM_OVERLAY,
to = "SECURE_SYSTEM_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_DRAG,
to = "DRAG"),
@ViewDebug.IntToString(from = TYPE_STATUS_BAR_SUB_PANEL,
to = "STATUS_BAR_SUB_PANEL"),
@ViewDebug.IntToString(from = TYPE_POINTER,
to = "POINTER"),
@ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR,
to = "NAVIGATION_BAR"),
@ViewDebug.IntToString(from = TYPE_VOLUME_OVERLAY,
to = "VOLUME_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_BOOT_PROGRESS,
to = "BOOT_PROGRESS"),
@ViewDebug.IntToString(from = TYPE_INPUT_CONSUMER,
to = "INPUT_CONSUMER"),
@ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR_PANEL,
to = "NAVIGATION_BAR_PANEL"),
@ViewDebug.IntToString(from = TYPE_DISPLAY_OVERLAY,
to = "DISPLAY_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_MAGNIFICATION_OVERLAY,
to = "MAGNIFICATION_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_PRESENTATION,
to = "PRESENTATION"),
@ViewDebug.IntToString(from = TYPE_PRIVATE_PRESENTATION,
to = "PRIVATE_PRESENTATION"),
@ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION,
to = "VOICE_INTERACTION"),
@ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION_STARTING,
to = "VOICE_INTERACTION_STARTING"),
@ViewDebug.IntToString(from = TYPE_DOCK_DIVIDER,
to = "DOCK_DIVIDER"),
@ViewDebug.IntToString(from = TYPE_QS_DIALOG,
to = "QS_DIALOG"),
@ViewDebug.IntToString(from = TYPE_SCREENSHOT,
to = "SCREENSHOT"),
@ViewDebug.IntToString(from = TYPE_APPLICATION_OVERLAY,
to = "APPLICATION_OVERLAY"),
@ViewDebug.IntToString(from = TYPE_SLIM_RECENTS,
to = "TYPE_SLIM_RECENTS")
})
@WindowType
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, not
* 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
*/
@UnsupportedAppUsage
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.
*
* @removed
*/
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
*/
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
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 over the status bar
* In multiuser systems shows on all users' windows. These windows
* are displayed on top of the stauts bar and any {@link #TYPE_STATUS_BAR_PANEL}
* 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: 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
*/
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
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 only 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: shows directly above the keyguard. The layer is
* reserved for screenshot animation, region selection and UI.
* In multiuser systems shows only on the owning user's window.
* @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.
*
*
* Maximum obscuring opacity
* Combined obscuring opacity
*
*
* opacity({A,B}) = 1 - (1 - opacity(A))*(1 - opacity(B))
*
*
* opacity({W1, .., Wn}) = 1 - (1 - opacity(W1)) * ... * (1 - opacity(Wn))
*
*/
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 for attached windows: Place the window within the entire screen, ignoring
* any constraints from the parent window.
*
*
* Window w = activity.getWindow(); // in Activity's onCreate() for instance
* w.setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED,
* WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
* @see DisplayCutout
* @see WindowInsets#getDisplayCutout()
* @see #layoutInDisplayCutoutMode
* @see android.R.attr#windowLayoutInDisplayCutoutMode
* android:windowLayoutInDisplayCutoutMode
*/
public static final int LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES = 1;
/**
* The window is never allowed to overlap with the DisplayCutout area.
*
*