Copyright (C) 2012 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.
/** * Copyright (C) 2012 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.service.dreams; import android.annotation.IdRes; import android.annotation.LayoutRes; import android.annotation.NonNull; import android.annotation.Nullable; import android.annotation.SdkConstant; import android.annotation.SdkConstant.SdkConstantType; import android.app.AlarmManager; import android.app.Service; import android.content.Intent; import android.graphics.PixelFormat; import android.graphics.drawable.ColorDrawable; import android.os.Handler; import android.os.IBinder; import android.os.IRemoteCallback; import android.os.PowerManager; import android.os.RemoteException; import android.os.ServiceManager; import android.util.MathUtils; import android.util.Slog; import android.view.ActionMode; import android.view.Display; import android.view.KeyEvent; import android.view.Menu; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SearchEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import android.view.WindowManager.LayoutParams; import android.view.WindowManagerGlobal; import android.view.accessibility.AccessibilityEvent; import com.android.internal.policy.PhoneWindow; import com.android.internal.util.DumpUtils; import com.android.internal.util.DumpUtils.Dump; import java.io.FileDescriptor; import java.io.PrintWriter;
Extend this class to implement a custom dream (available to the user as a "Daydream").

Dreams are interactive screensavers launched when a charging device is idle, or docked in a desk dock. Dreams provide another modality for apps to express themselves, tailored for an exhibition/lean-back experience.

The DreamService lifecycle is as follows:

  1. onAttachedToWindow

    Use this for initial setup, such as calling setContentView().

  2. onDreamingStarted

    Your dream has started, so you should begin animations or other behaviors here.

  3. onDreamingStopped

    Use this to stop the things you started in onDreamingStarted.

  4. onDetachedFromWindow

    Use this to dismantle resources (for example, detach from handlers and listeners).

In addition, onCreate and onDestroy (from the Service interface) will also be called, but initialization and teardown should be done by overriding the hooks above.

To be available to the system, your DreamService should be declared in the manifest as follows:

<service
    android:name=".MyDream"
    android:exported="true"
    android:icon="@drawable/my_icon"
    android:label="@string/my_dream_label" >
    <intent-filter>
        <action android:name="android.service.dreams.DreamService" />
        <category android:name="android.intent.category.DEFAULT" />
    </intent-filter>
    <!-- Point to additional information for this dream (optional) -->
    <meta-data
        android:name="android.service.dream"
        android:resource="@xml/my_dream" />
</service>

If specified with the <meta-data> element, additional information for the dream is defined using the <dream> element in a separate XML file. Currently, the only addtional information you can provide is for a settings activity that allows the user to configure the dream behavior. For example:

res/xml/my_dream.xml

<dream xmlns:android="http://schemas.android.com/apk/res/android"
    android:settingsActivity="com.example.app/.MyDreamSettingsActivity" />

This makes a Settings button available alongside your dream's listing in the system settings, which when pressed opens the specified activity.

To specify your dream layout, call setContentView, typically during the onAttachedToWindow callback. For example:

public class MyDream extends DreamService {
    @Override
    public void onAttachedToWindow() {
        super.onAttachedToWindow();
        // Exit dream upon user touch
        setInteractive(false);
        // Hide system UI
        setFullscreen(true);
        // Set the dream layout
        setContentView(R.layout.dream);
    }
}

When targeting api level 21 and above, you must declare the service in your manifest file with the BIND_DREAM_SERVICE.BIND_DREAM_SERVICE permission. For example:

<service
    android:name=".MyDream"
    android:exported="true"
    android:icon="@drawable/my_icon"
    android:label="@string/my_dream_label"
    android:permission="android.permission.BIND_DREAM_SERVICE">
  <intent-filter>
    <action android:name=”android.service.dreams.DreamService” />
    <category android:name=”android.intent.category.DEFAULT” />
  </intent-filter>
</service>
/** * Extend this class to implement a custom dream (available to the user as a "Daydream"). * * <p>Dreams are interactive screensavers launched when a charging device is idle, or docked in a * desk dock. Dreams provide another modality for apps to express themselves, tailored for * an exhibition/lean-back experience.</p> * * <p>The {@code DreamService} lifecycle is as follows:</p> * <ol> * <li>{@link #onAttachedToWindow} * <p>Use this for initial setup, such as calling {@link #setContentView setContentView()}.</li> * <li>{@link #onDreamingStarted} * <p>Your dream has started, so you should begin animations or other behaviors here.</li> * <li>{@link #onDreamingStopped} * <p>Use this to stop the things you started in {@link #onDreamingStarted}.</li> * <li>{@link #onDetachedFromWindow} * <p>Use this to dismantle resources (for example, detach from handlers * and listeners).</li> * </ol> * * <p>In addition, onCreate and onDestroy (from the Service interface) will also be called, but * initialization and teardown should be done by overriding the hooks above.</p> * * <p>To be available to the system, your {@code DreamService} should be declared in the * manifest as follows:</p> * <pre> * &lt;service * android:name=".MyDream" * android:exported="true" * android:icon="@drawable/my_icon" * android:label="@string/my_dream_label" > * * &lt;intent-filter> * &lt;action android:name="android.service.dreams.DreamService" /> * &lt;category android:name="android.intent.category.DEFAULT" /> * &lt;/intent-filter> * * &lt;!-- Point to additional information for this dream (optional) --> * &lt;meta-data * android:name="android.service.dream" * android:resource="@xml/my_dream" /> * &lt;/service> * </pre> * * <p>If specified with the {@code <meta-data>} element, * additional information for the dream is defined using the * {@link android.R.styleable#Dream &lt;dream&gt;} element in a separate XML file. * Currently, the only addtional * information you can provide is for a settings activity that allows the user to configure * the dream behavior. For example:</p> * <p class="code-caption">res/xml/my_dream.xml</p> * <pre> * &lt;dream xmlns:android="http://schemas.android.com/apk/res/android" * android:settingsActivity="com.example.app/.MyDreamSettingsActivity" /> * </pre> * <p>This makes a Settings button available alongside your dream's listing in the * system settings, which when pressed opens the specified activity.</p> * * * <p>To specify your dream layout, call {@link #setContentView}, typically during the * {@link #onAttachedToWindow} callback. For example:</p> * <pre> * public class MyDream extends DreamService { * * &#64;Override * public void onAttachedToWindow() { * super.onAttachedToWindow(); * * // Exit dream upon user touch * setInteractive(false); * // Hide system UI * setFullscreen(true); * // Set the dream layout * setContentView(R.layout.dream); * } * } * </pre> * * <p>When targeting api level 21 and above, you must declare the service in your manifest file * with the {@link android.Manifest.permission#BIND_DREAM_SERVICE} permission. For example:</p> * <pre> * &lt;service * android:name=".MyDream" * android:exported="true" * android:icon="@drawable/my_icon" * android:label="@string/my_dream_label" * android:permission="android.permission.BIND_DREAM_SERVICE"> * &lt;intent-filter> * &lt;action android:name=”android.service.dreams.DreamService” /> * &lt;category android:name=”android.intent.category.DEFAULT” /> * &lt;/intent-filter> * &lt;/service> * </pre> */
public class DreamService extends Service implements Window.Callback { private final String TAG = DreamService.class.getSimpleName() + "[" + getClass().getSimpleName() + "]";
The name of the dream manager service.
@hide
/** * The name of the dream manager service. * @hide */
public static final String DREAM_SERVICE = "dreams";
The Intent that must be declared as handled by the service.
/** * The {@link Intent} that must be declared as handled by the service. */
@SdkConstant(SdkConstantType.SERVICE_ACTION) public static final String SERVICE_INTERFACE = "android.service.dreams.DreamService";
Name under which a Dream publishes information about itself. This meta-data must reference an XML resource containing a <dream> tag.
/** * Name under which a Dream publishes information about itself. * This meta-data must reference an XML resource containing * a <code>&lt;{@link android.R.styleable#Dream dream}&gt;</code> * tag. */
public static final String DREAM_META_DATA = "android.service.dream"; private final IDreamManager mSandman; private final Handler mHandler = new Handler(); private IBinder mWindowToken; private Window mWindow; private boolean mInteractive; private boolean mLowProfile = true; private boolean mFullscreen; private boolean mScreenBright = true; private boolean mStarted; private boolean mWaking; private boolean mFinished; private boolean mCanDoze; private boolean mDozing; private boolean mWindowless; private int mDozeScreenState = Display.STATE_UNKNOWN; private int mDozeScreenBrightness = PowerManager.BRIGHTNESS_DEFAULT; private boolean mDebug = false; public DreamService() { mSandman = IDreamManager.Stub.asInterface(ServiceManager.getService(DREAM_SERVICE)); }
@hide
/** * @hide */
public void setDebug(boolean dbg) { mDebug = dbg; } // begin Window.Callback methods
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean dispatchKeyEvent(KeyEvent event) { // TODO: create more flexible version of mInteractive that allows use of KEYCODE_BACK if (!mInteractive) { if (mDebug) Slog.v(TAG, "Waking up on keyEvent"); wakeUp(); return true; } else if (event.getKeyCode() == KeyEvent.KEYCODE_BACK) { if (mDebug) Slog.v(TAG, "Waking up on back key"); wakeUp(); return true; } return mWindow.superDispatchKeyEvent(event); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean dispatchKeyShortcutEvent(KeyEvent event) { if (!mInteractive) { if (mDebug) Slog.v(TAG, "Waking up on keyShortcutEvent"); wakeUp(); return true; } return mWindow.superDispatchKeyShortcutEvent(event); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean dispatchTouchEvent(MotionEvent event) { // TODO: create more flexible version of mInteractive that allows clicks // but finish()es on any other kind of activity if (!mInteractive) { if (mDebug) Slog.v(TAG, "Waking up on touchEvent"); wakeUp(); return true; } return mWindow.superDispatchTouchEvent(event); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean dispatchTrackballEvent(MotionEvent event) { if (!mInteractive) { if (mDebug) Slog.v(TAG, "Waking up on trackballEvent"); wakeUp(); return true; } return mWindow.superDispatchTrackballEvent(event); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean dispatchGenericMotionEvent(MotionEvent event) { if (!mInteractive) { if (mDebug) Slog.v(TAG, "Waking up on genericMotionEvent"); wakeUp(); return true; } return mWindow.superDispatchGenericMotionEvent(event); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean dispatchPopulateAccessibilityEvent(AccessibilityEvent event) { return false; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public View onCreatePanelView(int featureId) { return null; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean onCreatePanelMenu(int featureId, Menu menu) { return false; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean onPreparePanel(int featureId, View view, Menu menu) { return false; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean onMenuOpened(int featureId, Menu menu) { return false; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean onMenuItemSelected(int featureId, MenuItem item) { return false; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onWindowAttributesChanged(LayoutParams attrs) { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onContentChanged() { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onWindowFocusChanged(boolean hasFocus) { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onAttachedToWindow() { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onDetachedFromWindow() { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onPanelClosed(int featureId, Menu menu) { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean onSearchRequested(SearchEvent event) { return onSearchRequested(); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public boolean onSearchRequested() { return false; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public ActionMode onWindowStartingActionMode(android.view.ActionMode.Callback callback) { return null; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public ActionMode onWindowStartingActionMode( android.view.ActionMode.Callback callback, int type) { return null; }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onActionModeStarted(ActionMode mode) { }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onActionModeFinished(ActionMode mode) { } // end Window.Callback methods // begin public api
Retrieves the current WindowManager for the dream. Behaves similarly to Activity.getWindowManager().
Returns:The current window manager, or null if the dream is not started.
/** * Retrieves the current {@link android.view.WindowManager} for the dream. * Behaves similarly to {@link android.app.Activity#getWindowManager()}. * * @return The current window manager, or null if the dream is not started. */
public WindowManager getWindowManager() { return mWindow != null ? mWindow.getWindowManager() : null; }
Retrieves the current Window for the dream. Behaves similarly to Activity.getWindow().
Returns:The current window, or null if the dream is not started.
/** * Retrieves the current {@link android.view.Window} for the dream. * Behaves similarly to {@link android.app.Activity#getWindow()}. * * @return The current window, or null if the dream is not started. */
public Window getWindow() { return mWindow; }
Inflates a layout resource and set it to be the content view for this Dream. Behaves similarly to Activity.setContentView(int).

Note: Requires a window, do not call before onAttachedToWindow()

Params:
  • layoutResID – Resource ID to be inflated.
See Also:
/** * Inflates a layout resource and set it to be the content view for this Dream. * Behaves similarly to {@link android.app.Activity#setContentView(int)}. * * <p>Note: Requires a window, do not call before {@link #onAttachedToWindow()}</p> * * @param layoutResID Resource ID to be inflated. * * @see #setContentView(android.view.View) * @see #setContentView(android.view.View, android.view.ViewGroup.LayoutParams) */
public void setContentView(@LayoutRes int layoutResID) { getWindow().setContentView(layoutResID); }
Sets a view to be the content view for this Dream. Behaves similarly to Activity.setContentView(View) in an activity, including using LayoutParams.MATCH_PARENT as the layout height and width of the view.

Note: This requires a window, so you should usually call it during onAttachedToWindow() and never earlier (you cannot call it during onCreate).

See Also:
/** * Sets a view to be the content view for this Dream. * Behaves similarly to {@link android.app.Activity#setContentView(android.view.View)} in an activity, * including using {@link ViewGroup.LayoutParams#MATCH_PARENT} as the layout height and width of the view. * * <p>Note: This requires a window, so you should usually call it during * {@link #onAttachedToWindow()} and never earlier (you <strong>cannot</strong> call it * during {@link #onCreate}).</p> * * @see #setContentView(int) * @see #setContentView(android.view.View, android.view.ViewGroup.LayoutParams) */
public void setContentView(View view) { getWindow().setContentView(view); }
Sets a view to be the content view for this Dream. Behaves similarly to Activity.setContentView(View, LayoutParams) in an activity.

Note: This requires a window, so you should usually call it during onAttachedToWindow() and never earlier (you cannot call it during onCreate).

Params:
  • view – The desired content to display.
  • params – Layout parameters for the view.
See Also:
/** * Sets a view to be the content view for this Dream. * Behaves similarly to * {@link android.app.Activity#setContentView(android.view.View, android.view.ViewGroup.LayoutParams)} * in an activity. * * <p>Note: This requires a window, so you should usually call it during * {@link #onAttachedToWindow()} and never earlier (you <strong>cannot</strong> call it * during {@link #onCreate}).</p> * * @param view The desired content to display. * @param params Layout parameters for the view. * * @see #setContentView(android.view.View) * @see #setContentView(int) */
public void setContentView(View view, ViewGroup.LayoutParams params) { getWindow().setContentView(view, params); }
Adds a view to the Dream's window, leaving other content views in place.

Note: Requires a window, do not call before onAttachedToWindow()

Params:
  • view – The desired content to display.
  • params – Layout parameters for the view.
/** * Adds a view to the Dream's window, leaving other content views in place. * * <p>Note: Requires a window, do not call before {@link #onAttachedToWindow()}</p> * * @param view The desired content to display. * @param params Layout parameters for the view. */
public void addContentView(View view, ViewGroup.LayoutParams params) { getWindow().addContentView(view, params); }
Finds a view that was identified by the id attribute from the XML that was processed in onCreate.

Note: Requires a window, do not call before onAttachedToWindow()

Note: In most cases -- depending on compiler support -- the resulting view is automatically cast to the target class type. If the target class type is unconstrained, an explicit cast may be necessary.

Params:
  • id – the ID to search for
See Also:
Returns:The view if found or null otherwise.
/** * Finds a view that was identified by the id attribute from the XML that * was processed in {@link #onCreate}. * * <p>Note: Requires a window, do not call before {@link #onAttachedToWindow()}</p> * <p> * <strong>Note:</strong> In most cases -- depending on compiler support -- * the resulting view is automatically cast to the target class type. If * the target class type is unconstrained, an explicit cast may be * necessary. * * @param id the ID to search for * @return The view if found or null otherwise. * @see View#findViewById(int) * @see DreamService#requireViewById(int) */
@Nullable public <T extends View> T findViewById(@IdRes int id) { return getWindow().findViewById(id); }
Finds a view that was identified by the id attribute from the XML that was processed in onCreate, or throws an IllegalArgumentException if the ID is invalid or there is no matching view in the hierarchy.

Note: Requires a window, do not call before onAttachedToWindow()

Note: In most cases -- depending on compiler support -- the resulting view is automatically cast to the target class type. If the target class type is unconstrained, an explicit cast may be necessary.

Params:
  • id – the ID to search for
See Also:
Returns:a view with given ID
/** * Finds a view that was identified by the id attribute from the XML that was processed in * {@link #onCreate}, or throws an IllegalArgumentException if the ID is invalid or there is no * matching view in the hierarchy. * * <p>Note: Requires a window, do not call before {@link #onAttachedToWindow()}</p> * <p> * <strong>Note:</strong> In most cases -- depending on compiler support -- * the resulting view is automatically cast to the target class type. If * the target class type is unconstrained, an explicit cast may be * necessary. * * @param id the ID to search for * @return a view with given ID * @see View#requireViewById(int) * @see DreamService#findViewById(int) */
@NonNull public final <T extends View> T requireViewById(@IdRes int id) { T view = findViewById(id); if (view == null) { throw new IllegalArgumentException( "ID does not reference a View inside this DreamService"); } return view; }
Marks this dream as interactive to receive input events.

Non-interactive dreams (default) will dismiss on the first input event.

Interactive dreams should call finish() to dismiss themselves.

Params:
  • interactive – True if this dream will handle input events.
/** * Marks this dream as interactive to receive input events. * * <p>Non-interactive dreams (default) will dismiss on the first input event.</p> * * <p>Interactive dreams should call {@link #finish()} to dismiss themselves.</p> * * @param interactive True if this dream will handle input events. */
public void setInteractive(boolean interactive) { mInteractive = interactive; }
Returns whether or not this dream is interactive. Defaults to false.
See Also:
  • setInteractive(boolean)
/** * Returns whether or not this dream is interactive. Defaults to false. * * @see #setInteractive(boolean) */
public boolean isInteractive() { return mInteractive; }
Sets View.SYSTEM_UI_FLAG_LOW_PROFILE on the content view.
Params:
  • lowProfile – True to set View.SYSTEM_UI_FLAG_LOW_PROFILE
@hideThere is no reason to have this -- dreams can set this flag on their own content view, and from there can actually do the correct interactions with it (seeing when it is cleared etc).
/** * Sets View.SYSTEM_UI_FLAG_LOW_PROFILE on the content view. * * @param lowProfile True to set View.SYSTEM_UI_FLAG_LOW_PROFILE * @hide There is no reason to have this -- dreams can set this flag * on their own content view, and from there can actually do the * correct interactions with it (seeing when it is cleared etc). */
public void setLowProfile(boolean lowProfile) { if (mLowProfile != lowProfile) { mLowProfile = lowProfile; int flag = View.SYSTEM_UI_FLAG_LOW_PROFILE; applySystemUiVisibilityFlags(mLowProfile ? flag : 0, flag); } }
Returns whether or not this dream is in low profile mode. Defaults to true.
See Also:
  • setLowProfile(boolean)
@hide
/** * Returns whether or not this dream is in low profile mode. Defaults to true. * * @see #setLowProfile(boolean) * @hide */
public boolean isLowProfile() { return getSystemUiVisibilityFlagValue(View.SYSTEM_UI_FLAG_LOW_PROFILE, mLowProfile); }
Controls LayoutParams.FLAG_FULLSCREEN on the dream's window.
Params:
  • fullscreen – If true, the fullscreen flag will be set; else it will be cleared.
/** * Controls {@link android.view.WindowManager.LayoutParams#FLAG_FULLSCREEN} * on the dream's window. * * @param fullscreen If true, the fullscreen flag will be set; else it * will be cleared. */
public void setFullscreen(boolean fullscreen) { if (mFullscreen != fullscreen) { mFullscreen = fullscreen; int flag = WindowManager.LayoutParams.FLAG_FULLSCREEN; applyWindowFlags(mFullscreen ? flag : 0, flag); } }
Returns whether or not this dream is in fullscreen mode. Defaults to false.
See Also:
  • setFullscreen(boolean)
/** * Returns whether or not this dream is in fullscreen mode. Defaults to false. * * @see #setFullscreen(boolean) */
public boolean isFullscreen() { return mFullscreen; }
Marks this dream as keeping the screen bright while dreaming.
Params:
  • screenBright – True to keep the screen bright while dreaming.
/** * Marks this dream as keeping the screen bright while dreaming. * * @param screenBright True to keep the screen bright while dreaming. */
public void setScreenBright(boolean screenBright) { if (mScreenBright != screenBright) { mScreenBright = screenBright; int flag = WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON; applyWindowFlags(mScreenBright ? flag : 0, flag); } }
Returns whether or not this dream keeps the screen bright while dreaming. Defaults to false, allowing the screen to dim if necessary.
See Also:
  • setScreenBright(boolean)
/** * Returns whether or not this dream keeps the screen bright while dreaming. * Defaults to false, allowing the screen to dim if necessary. * * @see #setScreenBright(boolean) */
public boolean isScreenBright() { return getWindowFlagValue(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, mScreenBright); }
Marks this dream as windowless. Only available to doze dreams.
@hide
/** * Marks this dream as windowless. Only available to doze dreams. * * @hide */
public void setWindowless(boolean windowless) { mWindowless = windowless; }
Returns whether or not this dream is windowless. Only available to doze dreams.
@hide
/** * Returns whether or not this dream is windowless. Only available to doze dreams. * * @hide */
public boolean isWindowless() { return mWindowless; }
Returns true if this dream is allowed to doze.

The value returned by this method is only meaningful when the dream has started.

See Also:
Returns:True if this dream can doze.
@hideFor use by system UI components only.
/** * Returns true if this dream is allowed to doze. * <p> * The value returned by this method is only meaningful when the dream has started. * </p> * * @return True if this dream can doze. * @see #startDozing * @hide For use by system UI components only. */
public boolean canDoze() { return mCanDoze; }
Starts dozing, entering a deep dreamy sleep.

Dozing enables the system to conserve power while the user is not actively interacting with the device. While dozing, the display will remain on in a low-power state and will continue to show its previous contents but the application processor and other system components will be allowed to suspend when possible.

While the application processor is suspended, the dream may stop executing code for long periods of time. Prior to being suspended, the dream may schedule periodic wake-ups to render new content by scheduling an alarm with the AlarmManager. The dream may also keep the CPU awake by acquiring a partial wake lock when necessary. Note that since the purpose of doze mode is to conserve power (especially when running on battery), the dream should not wake the CPU very often or keep it awake for very long.

It is a good idea to call this method some time after the dream's entry animation has completed and the dream is ready to doze. It is important to completely finish all of the work needed before dozing since the application processor may be suspended at any moment once this method is called unless other wake locks are being held.

Call stopDozing or finish to stop dozing.

See Also:
@hideFor use by system UI components only.
/** * Starts dozing, entering a deep dreamy sleep. * <p> * Dozing enables the system to conserve power while the user is not actively interacting * with the device. While dozing, the display will remain on in a low-power state * and will continue to show its previous contents but the application processor and * other system components will be allowed to suspend when possible. * </p><p> * While the application processor is suspended, the dream may stop executing code * for long periods of time. Prior to being suspended, the dream may schedule periodic * wake-ups to render new content by scheduling an alarm with the {@link AlarmManager}. * The dream may also keep the CPU awake by acquiring a * {@link android.os.PowerManager#PARTIAL_WAKE_LOCK partial wake lock} when necessary. * Note that since the purpose of doze mode is to conserve power (especially when * running on battery), the dream should not wake the CPU very often or keep it * awake for very long. * </p><p> * It is a good idea to call this method some time after the dream's entry animation * has completed and the dream is ready to doze. It is important to completely * finish all of the work needed before dozing since the application processor may * be suspended at any moment once this method is called unless other wake locks * are being held. * </p><p> * Call {@link #stopDozing} or {@link #finish} to stop dozing. * </p> * * @see #stopDozing * @hide For use by system UI components only. */
public void startDozing() { if (mCanDoze && !mDozing) { mDozing = true; updateDoze(); } } private void updateDoze() { if (mWindowToken == null) { Slog.w(TAG, "Updating doze without a window token."); return; } if (mDozing) { try { mSandman.startDozing(mWindowToken, mDozeScreenState, mDozeScreenBrightness); } catch (RemoteException ex) { // system server died } } }
Stops dozing, returns to active dreaming.

This method reverses the effect of startDozing. From this moment onward, the application processor will be kept awake as long as the dream is running or until the dream starts dozing again.

See Also:
@hideFor use by system UI components only.
/** * Stops dozing, returns to active dreaming. * <p> * This method reverses the effect of {@link #startDozing}. From this moment onward, * the application processor will be kept awake as long as the dream is running * or until the dream starts dozing again. * </p> * * @see #startDozing * @hide For use by system UI components only. */
public void stopDozing() { if (mDozing) { mDozing = false; try { mSandman.stopDozing(mWindowToken); } catch (RemoteException ex) { // system server died } } }
Returns true if the dream will allow the system to enter a low-power state while it is running without actually turning off the screen. Defaults to false, keeping the application processor awake while the dream is running.
See Also:
  • setDozing(boolean)
Returns:True if the dream is dozing.
@hideFor use by system UI components only.
/** * Returns true if the dream will allow the system to enter a low-power state while * it is running without actually turning off the screen. Defaults to false, * keeping the application processor awake while the dream is running. * * @return True if the dream is dozing. * * @see #setDozing(boolean) * @hide For use by system UI components only. */
public boolean isDozing() { return mDozing; }
Gets the screen state to use while dozing.
See Also:
Returns:The screen state to use while dozing, such as Display.STATE_ON, Display.STATE_DOZE, Display.STATE_DOZE_SUSPEND, Display.STATE_ON_SUSPEND, Display.STATE_OFF, or Display.STATE_UNKNOWN for the default behavior.
@hideFor use by system UI components only.
/** * Gets the screen state to use while dozing. * * @return The screen state to use while dozing, such as {@link Display#STATE_ON}, * {@link Display#STATE_DOZE}, {@link Display#STATE_DOZE_SUSPEND}, * {@link Display#STATE_ON_SUSPEND}, {@link Display#STATE_OFF}, or {@link Display#STATE_UNKNOWN} * for the default behavior. * * @see #setDozeScreenState * @hide For use by system UI components only. */
public int getDozeScreenState() { return mDozeScreenState; }
Sets the screen state to use while dozing.

The value of this property determines the power state of the primary display once startDozing has been called. The default value is Display.STATE_UNKNOWN which lets the system decide. The dream may set a different state before starting to doze and may perform transitions between states while dozing to conserve power and achieve various effects.

Some devices will have dedicated hardware ("Sidekick") to animate the display content while the CPU sleeps. If the dream and the hardware support this, Display.STATE_ON_SUSPEND or Display.STATE_DOZE_SUSPEND will switch control to the Sidekick.

If not using Sidekick, it is recommended that the state be set to Display.STATE_DOZE_SUSPEND once the dream has completely finished drawing and before it releases its wakelock to allow the display hardware to be fully suspended. While suspended, the display will preserve its on-screen contents.

If the doze suspend state is used, the dream must make sure to set the mode back to Display.STATE_DOZE or Display.STATE_ON before drawing again since the display updates may be ignored and not seen by the user otherwise.

The set of available display power states and their behavior while dozing is hardware dependent and may vary across devices. The dream may therefore need to be modified or configured to correctly support the hardware.

Params:
@hideFor use by system UI components only.
/** * Sets the screen state to use while dozing. * <p> * The value of this property determines the power state of the primary display * once {@link #startDozing} has been called. The default value is * {@link Display#STATE_UNKNOWN} which lets the system decide. * The dream may set a different state before starting to doze and may * perform transitions between states while dozing to conserve power and * achieve various effects. * </p><p> * Some devices will have dedicated hardware ("Sidekick") to animate * the display content while the CPU sleeps. If the dream and the hardware support * this, {@link Display#STATE_ON_SUSPEND} or {@link Display#STATE_DOZE_SUSPEND} * will switch control to the Sidekick. * </p><p> * If not using Sidekick, it is recommended that the state be set to * {@link Display#STATE_DOZE_SUSPEND} once the dream has completely * finished drawing and before it releases its wakelock * to allow the display hardware to be fully suspended. While suspended, * the display will preserve its on-screen contents. * </p><p> * If the doze suspend state is used, the dream must make sure to set the mode back * to {@link Display#STATE_DOZE} or {@link Display#STATE_ON} before drawing again * since the display updates may be ignored and not seen by the user otherwise. * </p><p> * The set of available display power states and their behavior while dozing is * hardware dependent and may vary across devices. The dream may therefore * need to be modified or configured to correctly support the hardware. * </p> * * @param state The screen state to use while dozing, such as {@link Display#STATE_ON}, * {@link Display#STATE_DOZE}, {@link Display#STATE_DOZE_SUSPEND}, * {@link Display#STATE_ON_SUSPEND}, {@link Display#STATE_OFF}, or {@link Display#STATE_UNKNOWN} * for the default behavior. * * @hide For use by system UI components only. */
public void setDozeScreenState(int state) { if (mDozeScreenState != state) { mDozeScreenState = state; updateDoze(); } }
Gets the screen brightness to use while dozing.
See Also:
Returns:The screen brightness while dozing as a value between PowerManager.BRIGHTNESS_OFF (0) and PowerManager.BRIGHTNESS_ON (255), or PowerManager.BRIGHTNESS_DEFAULT (-1) to ask the system to apply its default policy based on the screen state.
@hideFor use by system UI components only.
/** * Gets the screen brightness to use while dozing. * * @return The screen brightness while dozing as a value between * {@link PowerManager#BRIGHTNESS_OFF} (0) and {@link PowerManager#BRIGHTNESS_ON} (255), * or {@link PowerManager#BRIGHTNESS_DEFAULT} (-1) to ask the system to apply * its default policy based on the screen state. * * @see #setDozeScreenBrightness * @hide For use by system UI components only. */
public int getDozeScreenBrightness() { return mDozeScreenBrightness; }
Sets the screen brightness to use while dozing.

The value of this property determines the power state of the primary display once startDozing has been called. The default value is PowerManager.BRIGHTNESS_DEFAULT which lets the system decide. The dream may set a different brightness before starting to doze and may adjust the brightness while dozing to conserve power and achieve various effects.

Note that dream may specify any brightness in the full 0-255 range, including values that are less than the minimum value for manual screen brightness adjustments by the user. In particular, the value may be set to 0 which may turn off the backlight entirely while still leaving the screen on although this behavior is device dependent and not guaranteed.

The available range of display brightness values and their behavior while dozing is hardware dependent and may vary across devices. The dream may therefore need to be modified or configured to correctly support the hardware.

Params:
@hideFor use by system UI components only.
/** * Sets the screen brightness to use while dozing. * <p> * The value of this property determines the power state of the primary display * once {@link #startDozing} has been called. The default value is * {@link PowerManager#BRIGHTNESS_DEFAULT} which lets the system decide. * The dream may set a different brightness before starting to doze and may adjust * the brightness while dozing to conserve power and achieve various effects. * </p><p> * Note that dream may specify any brightness in the full 0-255 range, including * values that are less than the minimum value for manual screen brightness * adjustments by the user. In particular, the value may be set to 0 which may * turn off the backlight entirely while still leaving the screen on although * this behavior is device dependent and not guaranteed. * </p><p> * The available range of display brightness values and their behavior while dozing is * hardware dependent and may vary across devices. The dream may therefore * need to be modified or configured to correctly support the hardware. * </p> * * @param brightness The screen brightness while dozing as a value between * {@link PowerManager#BRIGHTNESS_OFF} (0) and {@link PowerManager#BRIGHTNESS_ON} (255), * or {@link PowerManager#BRIGHTNESS_DEFAULT} (-1) to ask the system to apply * its default policy based on the screen state. * * @hide For use by system UI components only. */
public void setDozeScreenBrightness(int brightness) { if (brightness != PowerManager.BRIGHTNESS_DEFAULT) { brightness = clampAbsoluteBrightness(brightness); } if (mDozeScreenBrightness != brightness) { mDozeScreenBrightness = brightness; updateDoze(); } }
Called when this Dream is constructed.
/** * Called when this Dream is constructed. */
@Override public void onCreate() { if (mDebug) Slog.v(TAG, "onCreate()"); super.onCreate(); }
Called when the dream's window has been created and is visible and animation may now begin.
/** * Called when the dream's window has been created and is visible and animation may now begin. */
public void onDreamingStarted() { if (mDebug) Slog.v(TAG, "onDreamingStarted()"); // hook for subclasses }
Called when this Dream is stopped, either by external request or by calling finish(), before the window has been removed.
/** * Called when this Dream is stopped, either by external request or by calling finish(), * before the window has been removed. */
public void onDreamingStopped() { if (mDebug) Slog.v(TAG, "onDreamingStopped()"); // hook for subclasses }
Called when the dream is being asked to stop itself and wake.

The default implementation simply calls finish which ends the dream immediately. Subclasses may override this function to perform a smooth exit transition then call finish afterwards.

Note that the dream will only be given a short period of time (currently about five seconds) to wake up. If the dream does not finish itself in a timely manner then the system will forcibly finish it once the time allowance is up.

/** * Called when the dream is being asked to stop itself and wake. * <p> * The default implementation simply calls {@link #finish} which ends the dream * immediately. Subclasses may override this function to perform a smooth exit * transition then call {@link #finish} afterwards. * </p><p> * Note that the dream will only be given a short period of time (currently about * five seconds) to wake up. If the dream does not finish itself in a timely manner * then the system will forcibly finish it once the time allowance is up. * </p> */
public void onWakeUp() { finish(); }
{@inheritDoc}
/** {@inheritDoc} */
@Override public final IBinder onBind(Intent intent) { if (mDebug) Slog.v(TAG, "onBind() intent = " + intent); return new DreamServiceWrapper(); }
Stops the dream and detaches from the window.

When the dream ends, the system will be allowed to go to sleep fully unless there is a reason for it to be awake such as recent user activity or wake locks being held.

/** * Stops the dream and detaches from the window. * <p> * When the dream ends, the system will be allowed to go to sleep fully unless there * is a reason for it to be awake such as recent user activity or wake locks being held. * </p> */
public final void finish() { if (mDebug) Slog.v(TAG, "finish(): mFinished=" + mFinished); if (!mFinished) { mFinished = true; if (mWindowToken == null) { Slog.w(TAG, "Finish was called before the dream was attached."); } else { try { mSandman.finishSelf(mWindowToken, true /*immediate*/); } catch (RemoteException ex) { // system server died } } stopSelf(); // if launched via any other means } }
Wakes the dream up gently.

Calls onWakeUp to give the dream a chance to perform an exit transition. When the transition is over, the dream should call finish.

/** * Wakes the dream up gently. * <p> * Calls {@link #onWakeUp} to give the dream a chance to perform an exit transition. * When the transition is over, the dream should call {@link #finish}. * </p> */
public final void wakeUp() { wakeUp(false); } private void wakeUp(boolean fromSystem) { if (mDebug) Slog.v(TAG, "wakeUp(): fromSystem=" + fromSystem + ", mWaking=" + mWaking + ", mFinished=" + mFinished); if (!mWaking && !mFinished) { mWaking = true; // As a minor optimization, invoke the callback first in case it simply // calls finish() immediately so there wouldn't be much point in telling // the system that we are finishing the dream gently. onWakeUp(); // Now tell the system we are waking gently, unless we already told // it we were finishing immediately. if (!fromSystem && !mFinished) { if (mWindowToken == null) { Slog.w(TAG, "WakeUp was called before the dream was attached."); } else { try { mSandman.finishSelf(mWindowToken, false /*immediate*/); } catch (RemoteException ex) { // system server died } } } } }
{@inheritDoc}
/** {@inheritDoc} */
@Override public void onDestroy() { if (mDebug) Slog.v(TAG, "onDestroy()"); // hook for subclasses // Just in case destroy came in before detach, let's take care of that now detach(); super.onDestroy(); } // end public api
Called by DreamController.stopDream() when the Dream is about to be unbound and destroyed. Must run on mHandler.
/** * Called by DreamController.stopDream() when the Dream is about to be unbound and destroyed. * * Must run on mHandler. */
private final void detach() { if (mStarted) { if (mDebug) Slog.v(TAG, "detach(): Calling onDreamingStopped()"); mStarted = false; onDreamingStopped(); } if (mWindow != null) { // force our window to be removed synchronously if (mDebug) Slog.v(TAG, "detach(): Removing window from window manager"); mWindow.getWindowManager().removeViewImmediate(mWindow.getDecorView()); mWindow = null; } if (mWindowToken != null) { // the following will print a log message if it finds any other leaked windows WindowManagerGlobal.getInstance().closeAll(mWindowToken, this.getClass().getName(), "Dream"); mWindowToken = null; mCanDoze = false; } }
Called when the Dream is ready to be shown. Must run on mHandler.
Params:
  • windowToken – A window token that will allow a window to be created in the correct layer.
  • started – A callback that will be invoked once onDreamingStarted has completed.
/** * Called when the Dream is ready to be shown. * * Must run on mHandler. * * @param windowToken A window token that will allow a window to be created in the correct layer. * @param started A callback that will be invoked once onDreamingStarted has completed. */
private final void attach(IBinder windowToken, boolean canDoze, IRemoteCallback started) { if (mWindowToken != null) { Slog.e(TAG, "attach() called when already attached with token=" + mWindowToken); return; } if (mFinished || mWaking) { Slog.w(TAG, "attach() called after dream already finished"); try { mSandman.finishSelf(windowToken, true /*immediate*/); } catch (RemoteException ex) { // system server died } return; } mWindowToken = windowToken; mCanDoze = canDoze; if (mWindowless && !mCanDoze) { throw new IllegalStateException("Only doze dreams can be windowless"); } if (!mWindowless) { mWindow = new PhoneWindow(this); mWindow.setCallback(this); mWindow.requestFeature(Window.FEATURE_NO_TITLE); mWindow.setBackgroundDrawable(new ColorDrawable(0xFF000000)); mWindow.setFormat(PixelFormat.OPAQUE); if (mDebug) Slog.v(TAG, String.format("Attaching window token: %s to window of type %s", windowToken, WindowManager.LayoutParams.TYPE_DREAM)); WindowManager.LayoutParams lp = mWindow.getAttributes(); lp.type = WindowManager.LayoutParams.TYPE_DREAM; lp.token = windowToken; lp.windowAnimations = com.android.internal.R.style.Animation_Dream; lp.flags |= ( WindowManager.LayoutParams.FLAG_LAYOUT_IN_SCREEN | WindowManager.LayoutParams.FLAG_LAYOUT_INSET_DECOR | WindowManager.LayoutParams.FLAG_SHOW_WHEN_LOCKED | WindowManager.LayoutParams.FLAG_DISMISS_KEYGUARD | WindowManager.LayoutParams.FLAG_ALLOW_LOCK_WHILE_SCREEN_ON | (mFullscreen ? WindowManager.LayoutParams.FLAG_FULLSCREEN : 0) | (mScreenBright ? WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON : 0) ); mWindow.setAttributes(lp); // Workaround: Currently low-profile and in-window system bar backgrounds don't go // along well. Dreams usually don't need such bars anyways, so disable them by default. mWindow.clearFlags(WindowManager.LayoutParams.FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS); mWindow.setWindowManager(null, windowToken, "dream", true); applySystemUiVisibilityFlags( (mLowProfile ? View.SYSTEM_UI_FLAG_LOW_PROFILE : 0), View.SYSTEM_UI_FLAG_LOW_PROFILE); try { getWindowManager().addView(mWindow.getDecorView(), mWindow.getAttributes()); } catch (WindowManager.BadTokenException ex) { // This can happen because the dream manager service will remove the token // immediately without necessarily waiting for the dream to start. // We should receive a finish message soon. Slog.i(TAG, "attach() called after window token already removed, dream will " + "finish soon"); mWindow = null; return; } } // We need to defer calling onDreamingStarted until after onWindowAttached, // which is posted to the handler by addView, so we post onDreamingStarted // to the handler also. Need to watch out here in case detach occurs before // this callback is invoked. mHandler.post(new Runnable() { @Override public void run() { if (mWindow != null || mWindowless) { if (mDebug) Slog.v(TAG, "Calling onDreamingStarted()"); mStarted = true; try { onDreamingStarted(); } finally { try { started.sendResult(null); } catch (RemoteException e) { throw e.rethrowFromSystemServer(); } } } } }); } private boolean getWindowFlagValue(int flag, boolean defaultValue) { return mWindow == null ? defaultValue : (mWindow.getAttributes().flags & flag) != 0; } private void applyWindowFlags(int flags, int mask) { if (mWindow != null) { WindowManager.LayoutParams lp = mWindow.getAttributes(); lp.flags = applyFlags(lp.flags, flags, mask); mWindow.setAttributes(lp); mWindow.getWindowManager().updateViewLayout(mWindow.getDecorView(), lp); } } private boolean getSystemUiVisibilityFlagValue(int flag, boolean defaultValue) { View v = mWindow == null ? null : mWindow.getDecorView(); return v == null ? defaultValue : (v.getSystemUiVisibility() & flag) != 0; } private void applySystemUiVisibilityFlags(int flags, int mask) { View v = mWindow == null ? null : mWindow.getDecorView(); if (v != null) { v.setSystemUiVisibility(applyFlags(v.getSystemUiVisibility(), flags, mask)); } } private int applyFlags(int oldFlags, int flags, int mask) { return (oldFlags&~mask) | (flags&mask); } @Override protected void dump(final FileDescriptor fd, PrintWriter pw, final String[] args) { DumpUtils.dumpAsync(mHandler, new Dump() { @Override public void dump(PrintWriter pw, String prefix) { dumpOnHandler(fd, pw, args); } }, pw, "", 1000); }
@hide
/** @hide */
protected void dumpOnHandler(FileDescriptor fd, PrintWriter pw, String[] args) { pw.print(TAG + ": "); if (mWindowToken == null) { pw.println("stopped"); } else { pw.println("running (token=" + mWindowToken + ")"); } pw.println(" window: " + mWindow); pw.print(" flags:"); if (isInteractive()) pw.print(" interactive"); if (isLowProfile()) pw.print(" lowprofile"); if (isFullscreen()) pw.print(" fullscreen"); if (isScreenBright()) pw.print(" bright"); if (isWindowless()) pw.print(" windowless"); if (isDozing()) pw.print(" dozing"); else if (canDoze()) pw.print(" candoze"); pw.println(); if (canDoze()) { pw.println(" doze screen state: " + Display.stateToString(mDozeScreenState)); pw.println(" doze screen brightness: " + mDozeScreenBrightness); } } private static int clampAbsoluteBrightness(int value) { return MathUtils.constrain(value, PowerManager.BRIGHTNESS_OFF, PowerManager.BRIGHTNESS_ON); } private final class DreamServiceWrapper extends IDreamService.Stub { @Override public void attach(final IBinder windowToken, final boolean canDoze, IRemoteCallback started) { mHandler.post(new Runnable() { @Override public void run() { DreamService.this.attach(windowToken, canDoze, started); } }); } @Override public void detach() { mHandler.post(new Runnable() { @Override public void run() { DreamService.this.detach(); } }); } @Override public void wakeUp() { mHandler.post(new Runnable() { @Override public void run() { DreamService.this.wakeUp(true /*fromSystem*/); } }); } } }