/* * Copyright (C) 2006 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.view; import android.app.Presentation; import android.content.Context; import android.content.pm.ActivityInfo; import android.graphics.PixelFormat; import android.os.IBinder; import android.os.Parcel; import android.os.Parcelable; import android.text.TextUtils; import android.util.Log; /** * The interface that apps use to talk to the window manager. *

* Use Context.getSystemService(Context.WINDOW_SERVICE) to get one of these. *

* 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. *

* * @see android.content.Context#getSystemService * @see android.content.Context#WINDOW_SERVICE */ public interface WindowManager extends ViewManager { /** * Exception that is thrown when trying to add view whose * {@link WindowManager.LayoutParams} {@link WindowManager.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. */ 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); public static class LayoutParams extends ViewGroup.LayoutParams implements Parcelable { /** * X position for this window. With the default gravity it is ignored. * When using {@link Gravity#LEFT} or {@link Gravity#START} or {@link Gravity#RIGHT} or * {@link Gravity#END} it provides an offset from the given edge. */ @ViewDebug.ExportedProperty public int x; /** * Y position for this window. With the default gravity it is ignored. * When using {@link Gravity#TOP} or {@link Gravity#BOTTOM} it provides * an offset from the given edge. */ @ViewDebug.ExportedProperty public int y; /** * Indicates how much of the extra space will be allocated horizontally * to the view associated with these LayoutParams. Specify 0 if the view * should not be stretched. Otherwise the extra pixels will be pro-rated * among all views whose weight is greater than 0. */ @ViewDebug.ExportedProperty public float horizontalWeight; /** * Indicates how much of the extra space will be allocated vertically * to the view associated with these LayoutParams. Specify 0 if the view * should not be stretched. Otherwise the extra pixels will be pro-rated * among all views whose weight is greater than 0. */ @ViewDebug.ExportedProperty public float verticalWeight; /** * The general type of window. There are three main classes of * window types: * * * @see #TYPE_BASE_APPLICATION * @see #TYPE_APPLICATION * @see #TYPE_APPLICATION_STARTING * @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_KEYGUARD * @see #TYPE_TOAST * @see #TYPE_SYSTEM_OVERLAY * @see #TYPE_PRIORITY_PHONE * @see #TYPE_STATUS_BAR_PANEL * @see #TYPE_SYSTEM_DIALOG * @see #TYPE_KEYGUARD_DIALOG * @see #TYPE_SYSTEM_ERROR * @see #TYPE_INPUT_METHOD * @see #TYPE_INPUT_METHOD_DIALOG */ @ViewDebug.ExportedProperty(mapping = { @ViewDebug.IntToString(from = TYPE_BASE_APPLICATION, to = "TYPE_BASE_APPLICATION"), @ViewDebug.IntToString(from = TYPE_APPLICATION, to = "TYPE_APPLICATION"), @ViewDebug.IntToString(from = TYPE_APPLICATION_STARTING, to = "TYPE_APPLICATION_STARTING"), @ViewDebug.IntToString(from = TYPE_APPLICATION_PANEL, to = "TYPE_APPLICATION_PANEL"), @ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA, to = "TYPE_APPLICATION_MEDIA"), @ViewDebug.IntToString(from = TYPE_APPLICATION_SUB_PANEL, to = "TYPE_APPLICATION_SUB_PANEL"), @ViewDebug.IntToString(from = TYPE_APPLICATION_ATTACHED_DIALOG, to = "TYPE_APPLICATION_ATTACHED_DIALOG"), @ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA_OVERLAY, to = "TYPE_APPLICATION_MEDIA_OVERLAY"), @ViewDebug.IntToString(from = TYPE_STATUS_BAR, to = "TYPE_STATUS_BAR"), @ViewDebug.IntToString(from = TYPE_SEARCH_BAR, to = "TYPE_SEARCH_BAR"), @ViewDebug.IntToString(from = TYPE_PHONE, to = "TYPE_PHONE"), @ViewDebug.IntToString(from = TYPE_SYSTEM_ALERT, to = "TYPE_SYSTEM_ALERT"), @ViewDebug.IntToString(from = TYPE_KEYGUARD, to = "TYPE_KEYGUARD"), @ViewDebug.IntToString(from = TYPE_TOAST, to = "TYPE_TOAST"), @ViewDebug.IntToString(from = TYPE_SYSTEM_OVERLAY, to = "TYPE_SYSTEM_OVERLAY"), @ViewDebug.IntToString(from = TYPE_PRIORITY_PHONE, to = "TYPE_PRIORITY_PHONE"), @ViewDebug.IntToString(from = TYPE_SYSTEM_DIALOG, to = "TYPE_SYSTEM_DIALOG"), @ViewDebug.IntToString(from = TYPE_KEYGUARD_DIALOG, to = "TYPE_KEYGUARD_DIALOG"), @ViewDebug.IntToString(from = TYPE_SYSTEM_ERROR, to = "TYPE_SYSTEM_ERROR"), @ViewDebug.IntToString(from = TYPE_INPUT_METHOD, to = "TYPE_INPUT_METHOD"), @ViewDebug.IntToString(from = TYPE_INPUT_METHOD_DIALOG, to = "TYPE_INPUT_METHOD_DIALOG"), @ViewDebug.IntToString(from = TYPE_WALLPAPER, to = "TYPE_WALLPAPER"), @ViewDebug.IntToString(from = TYPE_STATUS_BAR_PANEL, to = "TYPE_STATUS_BAR_PANEL"), @ViewDebug.IntToString(from = TYPE_SECURE_SYSTEM_OVERLAY, to = "TYPE_SECURE_SYSTEM_OVERLAY"), @ViewDebug.IntToString(from = TYPE_DRAG, to = "TYPE_DRAG"), @ViewDebug.IntToString(from = TYPE_STATUS_BAR_SUB_PANEL, to = "TYPE_STATUS_BAR_SUB_PANEL"), @ViewDebug.IntToString(from = TYPE_POINTER, to = "TYPE_POINTER"), @ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR, to = "TYPE_NAVIGATION_BAR"), @ViewDebug.IntToString(from = TYPE_VOLUME_OVERLAY, to = "TYPE_VOLUME_OVERLAY"), @ViewDebug.IntToString(from = TYPE_BOOT_PROGRESS, to = "TYPE_BOOT_PROGRESS"), @ViewDebug.IntToString(from = TYPE_HIDDEN_NAV_CONSUMER, to = "TYPE_HIDDEN_NAV_CONSUMER"), @ViewDebug.IntToString(from = TYPE_DREAM, to = "TYPE_DREAM"), @ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR_PANEL, to = "TYPE_NAVIGATION_BAR_PANEL"), @ViewDebug.IntToString(from = TYPE_DISPLAY_OVERLAY, to = "TYPE_DISPLAY_OVERLAY"), @ViewDebug.IntToString(from = TYPE_MAGNIFICATION_OVERLAY, to = "TYPE_MAGNIFICATION_OVERLAY") }) 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; /** * 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 (e.g. 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 */ public static final int TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4; /** * 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. */ 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. */ public static final int TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3; /** * Window type: keyguard window. * In multiuser systems shows on all users' windows. */ 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. */ 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. */ 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. */ 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. */ public static final int TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10; /** * Window type: internal input methods windows, which appear above * the normal UI. Application windows may be resized or panned to keep * the input focus visible while this window is displayed. * In multiuser systems shows only on the owning user's window. */ public static final int TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11; /** * Window type: internal input methods dialog windows, which appear above * the current input method window. * In multiuser systems shows only on the owning user's window. */ public static final int TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12; /** * Window type: wallpaper window, placed behind any window that wants * to sit on top of the wallpaper. * In multiuser systems shows only on the owning user's window. */ public static final int TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13; /** * Window type: panel that slides out from over the status bar * In multiuser systems shows on all users' windows. */ public static final int TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14; /** * Window type: secure system overlay windows, which need to be displayed * on top of everything else. These windows must not take input * focus, or they will interfere with the keyguard. * * This is exactly like {@link #TYPE_SYSTEM_OVERLAY} except that only the * system itself is allowed to create these overlays. Applications cannot * obtain permission to create secure system overlays. * * In multiuser systems shows only on the owning user's window. * @hide */ public static final int TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15; /** * Window type: the drag-and-drop pseudowindow. There is only one * drag layer (at most), and it is placed on top of all other windows. * In multiuser systems shows only on the owning user's window. * @hide */ public static final int TYPE_DRAG = FIRST_SYSTEM_WINDOW+16; /** * Window type: panel that slides out from under the status bar * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_STATUS_BAR_SUB_PANEL = FIRST_SYSTEM_WINDOW+17; /** * Window type: (mouse) pointer * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_POINTER = FIRST_SYSTEM_WINDOW+18; /** * Window type: Navigation bar (when distinct from status bar) * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_NAVIGATION_BAR = FIRST_SYSTEM_WINDOW+19; /** * Window type: The volume level overlay/dialog shown when the user * changes the system volume. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_VOLUME_OVERLAY = FIRST_SYSTEM_WINDOW+20; /** * Window type: The boot progress dialog, goes on top of everything * in the world. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_BOOT_PROGRESS = FIRST_SYSTEM_WINDOW+21; /** * Window type: Fake window to consume touch events when the navigation * bar is hidden. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_HIDDEN_NAV_CONSUMER = FIRST_SYSTEM_WINDOW+22; /** * Window type: Dreams (screen saver) window, just above keyguard. * In multiuser systems shows only on the owning user's window. * @hide */ public static final int TYPE_DREAM = FIRST_SYSTEM_WINDOW+23; /** * Window type: Navigation bar panel (when navigation bar is distinct from status bar) * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_NAVIGATION_BAR_PANEL = FIRST_SYSTEM_WINDOW+24; /** * Window type: Behind the universe of the real windows. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_UNIVERSE_BACKGROUND = FIRST_SYSTEM_WINDOW+25; /** * Window type: Display overlay window. Used to simulate secondary display devices. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_DISPLAY_OVERLAY = FIRST_SYSTEM_WINDOW+26; /** * Window type: Magnification overlay window. Used to highlight the magnified * portion of a display when accessibility magnification is enabled. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_MAGNIFICATION_OVERLAY = FIRST_SYSTEM_WINDOW+27; /** * Window type: Recents. Same layer as {@link #TYPE_SYSTEM_DIALOG} but only appears on * one user's screen. * In multiuser systems shows on all users' windows. * @hide */ public static final int TYPE_RECENTS_OVERLAY = FIRST_SYSTEM_WINDOW+28; /** * End of types of system windows. */ public static final int LAST_SYSTEM_WINDOW = 2999; /** @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. */ public static final int FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040; /** Window flag: as long as this window is visible to the user, keep * the device's screen turned on and bright. */ public static final int FLAG_KEEP_SCREEN_ON = 0x00000080; /** Window flag: place the window within the entire screen, ignoring * decorations around the border (a.k.a. the status bar). The * window must correctly position its contents to take the screen * decoration into account. This flag is normally set for you * by Window as described in {@link Window#setFlags}. */ public static final int FLAG_LAYOUT_IN_SCREEN = 0x00000100; /** Window flag: allow window to extend outside of the screen. */ public static final int FLAG_LAYOUT_NO_LIMITS = 0x00000200; /** Window flag: Hide all screen decorations (e.g. 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. */ public static final int FLAG_FULLSCREEN = 0x00000400; /** Window flag: Override {@link #FLAG_FULLSCREEN and force the * screen decorations (such as status bar) to be shown. */ public static final int FLAG_FORCE_NOT_FULLSCREEN = 0x00000800; /** Window flag: turn on dithering when compositing this window to * the screen. * @deprecated This flag is no longer used. */ @Deprecated public static final int FLAG_DITHER = 0x00001000; /** Window flag: Treat the content of the window as secure, preventing * it from appearing in screenshots or from being viewed on non-secure * displays. * *

See {@link android.view.Display#FLAG_SECURE} for more details about * secure surfaces and secure displays. */ public static final int FLAG_SECURE = 0x00002000; /** Window flag: a special mode where the layout parameters are used * to perform scaling of the surface when it is composited to the * screen. */ public static final int FLAG_SCALED = 0x00004000; /** Window flag: intended for windows that will often be used when the user is * holding the screen against their face, it will aggressively filter the event * stream to prevent unintended presses in this situation that may not be * desired for a particular window, when such an event stream is detected, the * application will receive a CANCEL motion event to indicate this so applications * can handle this accordingly by taking no action on the event * until the finger is released. */ public static final int FLAG_IGNORE_CHEEK_PRESSES = 0x00008000; /** Window flag: a special option only for use in combination with * {@link #FLAG_LAYOUT_IN_SCREEN}. When requesting layout in the * screen your window may appear on top of or behind screen decorations * such as the status bar. By also including this flag, the window * manager will report the inset rectangle needed to ensure your * content is not covered by screen decorations. This flag is normally * set for you by Window as described in {@link Window#setFlags}.*/ public static final int FLAG_LAYOUT_INSET_DECOR = 0x00010000; /** Window flag: invert the state of {@link #FLAG_NOT_FOCUSABLE} with * respect to how this window interacts with the current method. That * is, if FLAG_NOT_FOCUSABLE is set and this flag is set, then the * window will behave as if it needs to interact with the input method * and thus be placed behind/away from it; if FLAG_NOT_FOCUSABLE is * not set and this flag is set, then the window will behave as if it * doesn't need to interact with the input method and can be placed * to use more space and cover the input method. */ public static final int FLAG_ALT_FOCUSABLE_IM = 0x00020000; /** Window flag: if you have set {@link #FLAG_NOT_TOUCH_MODAL}, you * can set this flag to receive a single special MotionEvent with * the action * {@link MotionEvent#ACTION_OUTSIDE MotionEvent.ACTION_OUTSIDE} for * touches that occur outside of your window. Note that you will not * receive the full down/move/up gesture, only the location of the * first down as an ACTION_OUTSIDE. */ public static final int FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000; /** Window flag: special flag to let windows be shown when the screen * is locked. This will let application windows take precedence over * key guard or any other lock screens. Can be used with * {@link #FLAG_KEEP_SCREEN_ON} to turn screen on and display windows * directly before showing the key guard window. Can be used with * {@link #FLAG_DISMISS_KEYGUARD} to automatically fully dismisss * non-secure keyguards. This flag only applies to the top-most * full-screen window. */ 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. */ public static final int FLAG_SHOW_WALLPAPER = 0x00100000; /** Window flag: when set as a window is being added or made * visible, once the window has been shown then the system will * poke the power manager's user activity (as if the user had woken * up the device) to turn the screen on. */ public static final int FLAG_TURN_SCREEN_ON = 0x00200000; /** Window flag: when set the window will cause the keyguard to * be dismissed, only if it is not a secure lock keyguard. Because such * a keyguard is not needed for security, it will never re-appear if * the user navigates to another window (in contrast to * {@link #FLAG_SHOW_WHEN_LOCKED}, which will only temporarily * hide both secure and non-secure keyguards but ensure they reappear * when the user moves to another UI that doesn't hide them). * If the keyguard is currently active and is secure (requires an * unlock pattern) than the user will still need to confirm it before * seeing this window, unless {@link #FLAG_SHOW_WHEN_LOCKED} has * also been set. */ public static final int FLAG_DISMISS_KEYGUARD = 0x00400000; /** Window flag: when set the window will accept for touch events * outside of its bounds to be sent to other windows that also * support split touch. When this flag is not set, the first pointer * that goes down determines the window to which all subsequent touches * go until all pointers go up. When this flag is set, each pointer * (not necessarily the first) that goes down determines the window * to which all subsequent touches of that pointer will go until that * pointer goes up thereby enabling touches with multiple pointers * to be split across multiple windows. */ public static final int FLAG_SPLIT_TOUCH = 0x00800000; /** *

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:

* *
         * Window w = activity.getWindow(); // in Activity's onCreate() for instance
         * w.setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED,
         *         WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
         * 
* *

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.

*/ public static final int FLAG_HARDWARE_ACCELERATED = 0x01000000; // ----- HIDDEN FLAGS. // These start at the high bit and go down. /** Window flag: Enable touches to slide out of a window into neighboring * windows in mid-gesture instead of being captured for the duration of * the gesture. * * This flag changes the behavior of touch focus for this window only. * Touches can slide out of the window but they cannot necessarily slide * back in (unless the other window with touch focus permits it). * * {@hide} */ public static final int FLAG_SLIPPERY = 0x04000000; /** * Flag for a window belonging to an activity that responds to {@link KeyEvent#KEYCODE_MENU} * and therefore needs a Menu key. For devices where Menu is a physical button this flag is * ignored, but on devices where the Menu key is drawn in software it may be hidden unless * this flag is set. * * (Note that Action Bars, when available, are the preferred way to offer additional * functions otherwise accessed via an options menu.) * * {@hide} */ public static final int FLAG_NEEDS_MENU_KEY = 0x08000000; /** 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 FLAG_COMPATIBLE_WINDOW = 0x20000000; /** 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 FLAG_SYSTEM_ERROR = 0x40000000; /** * 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 */ @ViewDebug.ExportedProperty(flagMapping = { @ViewDebug.FlagToString(mask = FLAG_ALLOW_LOCK_WHILE_SCREEN_ON, equals = FLAG_ALLOW_LOCK_WHILE_SCREEN_ON, name = "FLAG_ALLOW_LOCK_WHILE_SCREEN_ON"), @ViewDebug.FlagToString(mask = FLAG_DIM_BEHIND, equals = FLAG_DIM_BEHIND, name = "FLAG_DIM_BEHIND"), @ViewDebug.FlagToString(mask = FLAG_BLUR_BEHIND, equals = FLAG_BLUR_BEHIND, name = "FLAG_BLUR_BEHIND"), @ViewDebug.FlagToString(mask = FLAG_NOT_FOCUSABLE, equals = FLAG_NOT_FOCUSABLE, name = "FLAG_NOT_FOCUSABLE"), @ViewDebug.FlagToString(mask = FLAG_NOT_TOUCHABLE, equals = FLAG_NOT_TOUCHABLE, name = "FLAG_NOT_TOUCHABLE"), @ViewDebug.FlagToString(mask = FLAG_NOT_TOUCH_MODAL, equals = FLAG_NOT_TOUCH_MODAL, name = "FLAG_NOT_TOUCH_MODAL"), @ViewDebug.FlagToString(mask = FLAG_TOUCHABLE_WHEN_WAKING, equals = FLAG_TOUCHABLE_WHEN_WAKING, name = "FLAG_TOUCHABLE_WHEN_WAKING"), @ViewDebug.FlagToString(mask = FLAG_KEEP_SCREEN_ON, equals = FLAG_KEEP_SCREEN_ON, name = "FLAG_KEEP_SCREEN_ON"), @ViewDebug.FlagToString(mask = FLAG_LAYOUT_IN_SCREEN, equals = FLAG_LAYOUT_IN_SCREEN, name = "FLAG_LAYOUT_IN_SCREEN"), @ViewDebug.FlagToString(mask = FLAG_LAYOUT_NO_LIMITS, equals = FLAG_LAYOUT_NO_LIMITS, name = "FLAG_LAYOUT_NO_LIMITS"), @ViewDebug.FlagToString(mask = FLAG_FULLSCREEN, equals = FLAG_FULLSCREEN, name = "FLAG_FULLSCREEN"), @ViewDebug.FlagToString(mask = FLAG_FORCE_NOT_FULLSCREEN, equals = FLAG_FORCE_NOT_FULLSCREEN, name = "FLAG_FORCE_NOT_FULLSCREEN"), @ViewDebug.FlagToString(mask = FLAG_DITHER, equals = FLAG_DITHER, name = "FLAG_DITHER"), @ViewDebug.FlagToString(mask = FLAG_SECURE, equals = FLAG_SECURE, name = "FLAG_SECURE"), @ViewDebug.FlagToString(mask = FLAG_SCALED, equals = FLAG_SCALED, name = "FLAG_SCALED"), @ViewDebug.FlagToString(mask = FLAG_IGNORE_CHEEK_PRESSES, equals = FLAG_IGNORE_CHEEK_PRESSES, name = "FLAG_IGNORE_CHEEK_PRESSES"), @ViewDebug.FlagToString(mask = FLAG_LAYOUT_INSET_DECOR, equals = FLAG_LAYOUT_INSET_DECOR, name = "FLAG_LAYOUT_INSET_DECOR"), @ViewDebug.FlagToString(mask = FLAG_ALT_FOCUSABLE_IM, equals = FLAG_ALT_FOCUSABLE_IM, name = "FLAG_ALT_FOCUSABLE_IM"), @ViewDebug.FlagToString(mask = FLAG_WATCH_OUTSIDE_TOUCH, equals = FLAG_WATCH_OUTSIDE_TOUCH, name = "FLAG_WATCH_OUTSIDE_TOUCH"), @ViewDebug.FlagToString(mask = FLAG_SHOW_WHEN_LOCKED, equals = FLAG_SHOW_WHEN_LOCKED, name = "FLAG_SHOW_WHEN_LOCKED"), @ViewDebug.FlagToString(mask = FLAG_SHOW_WALLPAPER, equals = FLAG_SHOW_WALLPAPER, name = "FLAG_SHOW_WALLPAPER"), @ViewDebug.FlagToString(mask = FLAG_TURN_SCREEN_ON, equals = FLAG_TURN_SCREEN_ON, name = "FLAG_TURN_SCREEN_ON"), @ViewDebug.FlagToString(mask = FLAG_DISMISS_KEYGUARD, equals = FLAG_DISMISS_KEYGUARD, name = "FLAG_DISMISS_KEYGUARD"), @ViewDebug.FlagToString(mask = FLAG_SPLIT_TOUCH, equals = FLAG_SPLIT_TOUCH, name = "FLAG_SPLIT_TOUCH"), @ViewDebug.FlagToString(mask = FLAG_HARDWARE_ACCELERATED, equals = FLAG_HARDWARE_ACCELERATED, name = "FLAG_HARDWARE_ACCELERATED") }) 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; /** * This is set for a window that has explicitly specified its * FLAG_NEEDS_MENU_KEY, so we know the value on this window is the * appropriate one to use. If this is not set, we should look at * windows behind it to determine the appropriate value. * * @hide */ public static final int PRIVATE_FLAG_SET_NEEDS_MENU_KEY = 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} */ public static final int PRIVATE_FLAG_SHOW_FOR_ALL_USERS = 0x00000010; /** * Special flag for the volume overlay: force the window manager out of "hide nav bar" * mode while the window is on screen. * * {@hide} */ public static final int PRIVATE_FLAG_FORCE_SHOW_NAV_BAR = 0x00000020; /** * Control flags that are private to the platform. * @hide */ 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 needs to be behind the input method so that the * user can type into it. * * @param flags The current window manager flags. * * @return Returns true if such a window should be behind/interact * with an input method, false if not. */ public static boolean mayUseInputMethod(int flags) { switch (flags&(FLAG_NOT_FOCUSABLE|FLAG_ALT_FOCUSABLE_IM)) { case 0: case FLAG_NOT_FOCUSABLE|FLAG_ALT_FOCUSABLE_IM: return true; } return false; } /** * Mask for {@link #softInputMode} of the bits that determine the * desired visibility state of the soft input area for this window. */ public static final int SOFT_INPUT_MASK_STATE = 0x0f; /** * Visibility state for {@link #softInputMode}: no state has been specified. */ public static final int SOFT_INPUT_STATE_UNSPECIFIED = 0; /** * Visibility state for {@link #softInputMode}: please don't change the state of * the soft input area. */ public static final int SOFT_INPUT_STATE_UNCHANGED = 1; /** * Visibility state for {@link #softInputMode}: please hide any soft input * area when normally appropriate (when the user is navigating * forward to your window). */ public static final int SOFT_INPUT_STATE_HIDDEN = 2; /** * Visibility state for {@link #softInputMode}: please always hide any * soft input area when this window receives focus. */ public static final int SOFT_INPUT_STATE_ALWAYS_HIDDEN = 3; /** * Visibility state for {@link #softInputMode}: please show the soft * input area when normally appropriate (when the user is navigating * forward to your window). */ public static final int SOFT_INPUT_STATE_VISIBLE = 4; /** * Visibility state for {@link #softInputMode}: please always make the * soft input area visible when this window receives input focus. */ public static final int SOFT_INPUT_STATE_ALWAYS_VISIBLE = 5; /** * Mask for {@link #softInputMode} of the bits that determine the * way that the window should be adjusted to accommodate the soft * input window. */ public static final int SOFT_INPUT_MASK_ADJUST = 0xf0; /** Adjustment option for {@link #softInputMode}: nothing specified. * The system will try to pick one or * the other depending on the contents of the window. */ public static final int SOFT_INPUT_ADJUST_UNSPECIFIED = 0x00; /** Adjustment option for {@link #softInputMode}: set to allow the * window to be resized when an input * method is shown, so that its contents are not covered by the input * method. This can not be combined with * {@link #SOFT_INPUT_ADJUST_PAN}; if * neither of these are set, then the system will try to pick one or * the other depending on the contents of the window. */ public static final int SOFT_INPUT_ADJUST_RESIZE = 0x10; /** Adjustment option for {@link #softInputMode}: set to have a window * pan when an input method is * shown, so it doesn't need to deal with resizing but just panned * by the framework to ensure the current input focus is visible. This * can not be combined with {@link #SOFT_INPUT_ADJUST_RESIZE}; if * neither of these are set, then the system will try to pick one or * the other depending on the contents of the window. */ public static final int SOFT_INPUT_ADJUST_PAN = 0x20; /** Adjustment option for {@link #softInputMode}: set to have a window * not adjust for a shown input method. The window will not be resized, * and it will not be panned to make its focus visible. */ public static final int SOFT_INPUT_ADJUST_NOTHING = 0x30; /** * Bit for {@link #softInputMode}: set when the user has navigated * forward to the window. This is normally set automatically for * you by the system, though you may want to set it in certain cases * when you are displaying a window yourself. This flag will always * be cleared automatically after the window is displayed. */ public static final int SOFT_INPUT_IS_FORWARD_NAVIGATION = 0x100; /** * Desired operating mode for any soft input area. May be any combination * of: * *