/* * 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.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.IntDef; import android.annotation.NonNull; import android.annotation.RequiresPermission; import android.annotation.SystemApi; import android.annotation.SystemService; import android.annotation.TestApi; import android.app.KeyguardManager; import android.app.Presentation; import android.compat.annotation.UnsupportedAppUsage; import android.content.Context; import android.content.pm.ActivityInfo; import android.graphics.PixelFormat; import android.graphics.Rect; import android.graphics.Region; import android.os.IBinder; import android.os.Parcel; import android.os.Parcelable; import android.text.TextUtils; import android.util.Log; import android.util.proto.ProtoOutputStream; import 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 java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.util.Arrays; import java.util.List; import java.util.Objects; /** * The interface that apps use to talk to the window manager. *
* Each window manager instance is bound to a particular {@link Display}.
* To obtain a {@link WindowManager} for a different display, use
* {@link Context#createDisplayContext} to obtain a {@link Context} for that
* display, then use Context.getSystemService(Context.WINDOW_SERVICE)
* to get the WindowManager.
*
* The simplest way to show a window on another display is to create a * {@link Presentation}. The presentation will automatically obtain a * {@link WindowManager} and {@link Context} for that display. *
*/ @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"; /** * Not set up for a transition. * @hide */ int TRANSIT_UNSET = -1; /** * No animation for transition. * @hide */ int TRANSIT_NONE = 0; /** * A window in a new activity is being opened on top of an existing one in the same task. * @hide */ int TRANSIT_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_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_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_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_TASK_TO_FRONT = 10; /** * A window in an existing task is being put below all other tasks. * @hide */ int TRANSIT_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_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_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_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_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_TASK_OPEN_BEHIND = 16; /** * An activity is being relaunched (e.g. due to configuration change). * @hide */ int TRANSIT_ACTIVITY_RELAUNCH = 18; /** * A task is being docked from recents. * @hide */ int TRANSIT_DOCK_TASK_FROM_RECENTS = 19; /** * Keyguard is going away. * @hide */ int TRANSIT_KEYGUARD_GOING_AWAY = 20; /** * Keyguard is going away with showing an activity behind that requests wallpaper. * @hide */ int TRANSIT_KEYGUARD_GOING_AWAY_ON_WALLPAPER = 21; /** * Keyguard is being occluded. * @hide */ int TRANSIT_KEYGUARD_OCCLUDE = 22; /** * Keyguard is being unoccluded. * @hide */ int TRANSIT_KEYGUARD_UNOCCLUDE = 23; /** * A translucent activity is being opened. * @hide */ int TRANSIT_TRANSLUCENT_ACTIVITY_OPEN = 24; /** * A translucent activity is being closed. * @hide */ int TRANSIT_TRANSLUCENT_ACTIVITY_CLOSE = 25; /** * A crashing activity is being closed. * @hide */ int TRANSIT_CRASHING_ACTIVITY_CLOSE = 26; /** * A task is changing windowing modes * @hide */ int TRANSIT_TASK_CHANGE_WINDOWING_MODE = 27; /** * A display which can only contain one task is being shown because the first activity is * started or it's being turned on. * @hide */ int TRANSIT_SHOW_SINGLE_TASK_DISPLAY = 28; /** * @hide */ @IntDef(prefix = { "TRANSIT_" }, value = { TRANSIT_UNSET, TRANSIT_NONE, TRANSIT_ACTIVITY_OPEN, TRANSIT_ACTIVITY_CLOSE, TRANSIT_TASK_OPEN, TRANSIT_TASK_CLOSE, TRANSIT_TASK_TO_FRONT, TRANSIT_TASK_TO_BACK, TRANSIT_WALLPAPER_CLOSE, TRANSIT_WALLPAPER_OPEN, TRANSIT_WALLPAPER_INTRA_OPEN, TRANSIT_WALLPAPER_INTRA_CLOSE, TRANSIT_TASK_OPEN_BEHIND, TRANSIT_ACTIVITY_RELAUNCH, TRANSIT_DOCK_TASK_FROM_RECENTS, TRANSIT_KEYGUARD_GOING_AWAY, TRANSIT_KEYGUARD_GOING_AWAY_ON_WALLPAPER, TRANSIT_KEYGUARD_OCCLUDE, TRANSIT_KEYGUARD_UNOCCLUDE, TRANSIT_TRANSLUCENT_ACTIVITY_OPEN, TRANSIT_TRANSLUCENT_ACTIVITY_CLOSE, TRANSIT_CRASHING_ACTIVITY_CLOSE, TRANSIT_TASK_CHANGE_WINDOWING_MODE, TRANSIT_SHOW_SINGLE_TASK_DISPLAY }) @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; /** * @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, }) @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 {} /** * 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. * * @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 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. *
* 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.
*
* 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}.
*
* @see #getMaximumWindowMetrics()
* @see WindowMetrics
*/
default @NonNull WindowMetrics getMaximumWindowMetrics() {
throw new UnsupportedOperationException();
}
/**
* Used to asynchronously request Keyboard Shortcuts from the focused window.
*
* @hide
*/
public interface KeyboardShortcutsReceiver {
/**
* Callback used when the focused window keyboard shortcuts are ready to be displayed.
*
* @param result The keyboard shortcuts to be displayed.
*/
void onKeyboardShortcutsReceived(List
* System decors include status bar, navigation bar, launcher.
*
* System decors include status bar, navigation bar, launcher.
*
* 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;
/**
* Similar to TYPE_APPLICATION_OVERLAY, but trusted to overlay other windows since it is
* is coming from the system.
* @hide
*/
// TODO(b/155781676): Remove and replace call points with trustedOverlay when that is ready.
public static final int TYPE_TRUSTED_APPLICATION_OVERLAY = 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_ACCESSIBILITY_OVERLAY,
TYPE_APPLICATION,
TYPE_APPLICATION_ATTACHED_DIALOG,
TYPE_APPLICATION_MEDIA,
TYPE_APPLICATION_OVERLAY,
TYPE_APPLICATION_PANEL,
TYPE_APPLICATION_STARTING,
TYPE_APPLICATION_SUB_PANEL,
TYPE_BASE_APPLICATION,
TYPE_DRAWN_APPLICATION,
TYPE_INPUT_METHOD,
TYPE_INPUT_METHOD_DIALOG,
TYPE_KEYGUARD,
TYPE_KEYGUARD_DIALOG,
TYPE_PHONE,
TYPE_PRIORITY_PHONE,
TYPE_PRIVATE_PRESENTATION,
TYPE_SEARCH_BAR,
TYPE_STATUS_BAR,
TYPE_STATUS_BAR_PANEL,
TYPE_SYSTEM_ALERT,
TYPE_SYSTEM_DIALOG,
TYPE_SYSTEM_ERROR,
TYPE_SYSTEM_OVERLAY,
TYPE_TOAST,
TYPE_WALLPAPER,
})
@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: blur everything behind this window.
* @deprecated Blurring is no longer supported. */
@Deprecated
public static final int FLAG_BLUR_BEHIND = 0x00000004;
/** Window flag: this window won't ever get key input focus, so the
* user can not send key or other button events to it. Those will
* instead go to whatever focusable window is behind it. This flag
* will also enable {@link #FLAG_NOT_TOUCH_MODAL} whether or not that
* is explicitly set.
*
* Setting this flag also implies that the window will not need to
* interact with
* a soft input method, so it will be Z-ordered and positioned
* independently of any active input method (typically this means it
* gets Z-ordered on top of the input method, so it can use the full
* screen for its content and cover the input method if needed. You
* can use {@link #FLAG_ALT_FOCUSABLE_IM} to modify this behavior. */
public static final int FLAG_NOT_FOCUSABLE = 0x00000008;
/** Window flag: this window can never receive touch events. */
public static final int FLAG_NOT_TOUCHABLE = 0x00000010;
/** Window flag: even when this window is focusable (its
* {@link #FLAG_NOT_FOCUSABLE} is not set), allow any pointer events
* outside of the window to be sent to the windows behind it. Otherwise
* it will consume all pointer events itself, regardless of whether they
* are inside of the window. */
public static final int FLAG_NOT_TOUCH_MODAL = 0x00000020;
/** Window flag: when set, if the device is asleep when the touch
* screen is pressed, you will receive this first touch event. Usually
* the first touch event is consumed by the system since the user can
* not see what they are pressing on.
*
* @deprecated This flag has no effect.
*/
@Deprecated
public static final int FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040;
/** Window flag: as long as this window is visible to the user, keep
* the device's screen turned on and bright. */
public static final int FLAG_KEEP_SCREEN_ON = 0x00000080;
/**
* Window flag for attached windows: Place the window within the entire screen, ignoring
* any constraints from the parent window.
*
* 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
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;
/**
* 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)
public int flags;
/**
* If the window has requested hardware acceleration, but this is not
* allowed in the process it is in, then still render it as if it is
* hardware accelerated. This is used for the starting preview windows
* in the system process, which don't need to have the overhead of
* hardware acceleration (they are just a static rendering), but should
* be rendered as such to match the actual window of the app even if it
* is hardware accelerated.
* Even if the window isn't hardware accelerated, still do its rendering
* as if it was.
* Like {@link #FLAG_HARDWARE_ACCELERATED} except for trusted system windows
* that need hardware acceleration (e.g. LockScreen), where hardware acceleration
* is generally disabled. This flag must be specified in addition to
* {@link #FLAG_HARDWARE_ACCELERATED} to enable hardware acceleration for system
* windows.
*
* @hide
*/
public static final int PRIVATE_FLAG_FAKE_HARDWARE_ACCELERATED = 0x00000001;
/**
* In the system process, we globally do not use hardware acceleration
* because there are many threads doing UI there and they conflict.
* If certain parts of the UI that really do want to use hardware
* acceleration, this flag can be set to force it. This is basically
* for the lock screen. Anyone else using it, you are probably wrong.
*
* @hide
*/
public static final int PRIVATE_FLAG_FORCE_HARDWARE_ACCELERATED = 0x00000002;
/**
* By default, wallpapers are sent new offsets when the wallpaper is scrolled. Wallpapers
* may elect to skip these notifications if they are not doing anything productive with
* them (they do not affect the wallpaper scrolling operation) by calling
* {@link
* android.service.wallpaper.WallpaperService.Engine#setOffsetNotificationsEnabled(boolean)}.
*
* @hide
*/
public static final int PRIVATE_FLAG_WANTS_OFFSET_NOTIFICATIONS = 0x00000004;
/** In a multiuser system if this flag is set and the owner is a system process then this
* window will appear on all user screens. This overrides the default behavior of window
* types that normally only appear on the owning user's screen. Refer to each window type
* to determine its default behavior.
*
* {@hide} */
@SystemApi
@RequiresPermission(permission.INTERNAL_SYSTEM_WINDOW)
public static final int SYSTEM_FLAG_SHOW_FOR_ALL_USERS = 0x00000010;
/**
* 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 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 indicating that the x, y, width, and height members should be
* ignored (and thus their previous value preserved). For example
* because they are being managed externally through repositionChild.
*
* {@hide}
*/
public static final int PRIVATE_FLAG_PRESERVE_GEOMETRY = 0x00002000;
/**
* Flag that will make window ignore app visibility and instead depend purely on the decor
* view visibility for determining window visibility. This is used by recents to keep
* drawing after it launches an app.
* @hide
*/
public static final int PRIVATE_FLAG_FORCE_DECOR_VIEW_VISIBILITY = 0x00004000;
/**
* Flag to indicate that this window is not expected to be replaced across
* configuration change triggered activity relaunches. In general the WindowManager
* expects Windows to be replaced after relaunch, and thus it will preserve their surfaces
* until the replacement is ready to show in order to prevent visual glitch. However
* some windows, such as PopupWindows expect to be cleared across configuration change,
* and thus should hint to the WindowManager that it should not wait for a replacement.
* @hide
*/
public static final int PRIVATE_FLAG_WILL_NOT_REPLACE_ON_RELAUNCH = 0x00008000;
/**
* Flag to indicate that this child window should always be laid-out in the parent
* frame regardless of the current windowing mode configuration.
* @hide
*/
public static final int PRIVATE_FLAG_LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME = 0x00010000;
/**
* Flag to indicate that this window is always drawing the status bar background, no matter
* what the other flags are.
* @hide
*/
public static final int PRIVATE_FLAG_FORCE_DRAW_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 should be considered a screen decoration similar to the
* nav bar and status bar. This will cause this window to affect the window insets reported
* to other windows when it is visible.
* @hide
*/
@RequiresPermission(permission.STATUS_BAR_SERVICE)
public static final int PRIVATE_FLAG_IS_SCREEN_DECOR = 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;
/**
* 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 {}
/**
* Control flags that are private to the platform.
* @hide
*/
@UnsupportedAppUsage
@ViewDebug.ExportedProperty(flagMapping = {
@ViewDebug.FlagToString(
mask = PRIVATE_FLAG_FAKE_HARDWARE_ACCELERATED,
equals = PRIVATE_FLAG_FAKE_HARDWARE_ACCELERATED,
name = "FAKE_HARDWARE_ACCELERATED"),
@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_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_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_PRESERVE_GEOMETRY,
equals = PRIVATE_FLAG_PRESERVE_GEOMETRY,
name = "PRESERVE_GEOMETRY"),
@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_IS_SCREEN_DECOR,
equals = PRIVATE_FLAG_IS_SCREEN_DECOR,
name = "IS_SCREEN_DECOR"),
@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_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")
})
@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#isInEditMode()} 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#isInEditMode()} 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 modes obtained for the display(s) the window is on.
* A value of {@code 0} means no preference.
*
* @see Display#getSupportedModes()
* @see Display.Mode#getModeId()
*/
public int preferredDisplayModeId;
/**
* Control the visibility of the status bar.
*
* @see View#STATUS_BAR_VISIBLE
* @see View#STATUS_BAR_HIDDEN
*
* @deprecated SystemUiVisibility flags are deprecated. Use {@link WindowInsetsController}
* instead.
*/
@Deprecated
public int systemUiVisibility;
/**
* @hide
* The ui visibility as requested by the views in this hierarchy.
* the combined value should be systemUiVisibility | subtreeSystemUiVisibility.
*/
@UnsupportedAppUsage
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(
flag = true,
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. 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.
*
* @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.
*
*
* 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;
/**
* When this window has focus, disable touch pad pointer gesture processing.
* The window will receive raw position updates from the touch pad instead
* of pointer movements and synthetic touch events.
*
* @hide
*/
public static final int INPUT_FEATURE_DISABLE_POINTER_GESTURES = 0x00000001;
/**
* Does not construct an input channel for this window. The channel will therefore
* be incapable of receiving input.
*
* @hide
*/
public static final int INPUT_FEATURE_NO_INPUT_CHANNEL = 0x00000002;
/**
* When this window has focus, does not call user activity for all input events so
* the application will have to do it itself. Should only be used by
* the keyguard and phone app.
*
* 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;
/**
* 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;
/**
* {@link InsetsState.InternalInsetsType}s to be applied to the window
* If {@link #type} has the predefined insets (like {@link #TYPE_STATUS_BAR} or
* {@link #TYPE_NAVIGATION_BAR}), this field will be ignored.
*
* Note: provide only one inset corresponding to the window type (like
* {@link InsetsState.InternalInsetsType#ITYPE_STATUS_BAR} or
* {@link InsetsState.InternalInsetsType#ITYPE_NAVIGATION_BAR}) 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}.
*
*
* @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")
})
@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.
*
* @deprecated This became API by accident and was never intended to be used for
* applications.
*/
@Deprecated
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
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
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.
*
* 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.
*
*