/*
 * 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.WindowLayoutParamsProto.ALPHA;
import static android.view.WindowLayoutParamsProto.BUTTON_BRIGHTNESS;
import static android.view.WindowLayoutParamsProto.COLOR_MODE;
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.NEEDS_MENU_KEY;
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.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.accessibility.AccessibilityNodeInfo;

import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.util.List;
import java.util.Objects;

The interface that apps use to talk to the window manager.

Each window manager instance is bound to a particular Display. To obtain a WindowManager for a different display, use Context.createDisplayContext to obtain a 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 Presentation. The presentation will automatically obtain a WindowManager and Context for that display.

/** * The interface that apps use to talk to the window manager. * </p><p> * Each window manager instance is bound to a particular {@link Display}. * To obtain a {@link WindowManager} for a different display, use * {@link Context#createDisplayContext} to obtain a {@link Context} for that * display, then use <code>Context.getSystemService(Context.WINDOW_SERVICE)</code> * to get the WindowManager. * </p><p> * The simplest way to show a window on another display is to create a * {@link Presentation}. The presentation will automatically obtain a * {@link WindowManager} and {@link Context} for that display. * </p> */
@SystemService(Context.WINDOW_SERVICE) public interface WindowManager extends ViewManager {
@hide
/** @hide */
int DOCKED_INVALID = -1;
@hide
/** @hide */
int DOCKED_LEFT = 1;
@hide
/** @hide */
int DOCKED_TOP = 2;
@hide
/** @hide */
int DOCKED_RIGHT = 3;
@hide
/** @hide */
int DOCKED_BOTTOM = 4;
@hide
/** @hide */
String INPUT_CONSUMER_PIP = "pip_input_consumer";
@hide
/** @hide */
String INPUT_CONSUMER_NAVIGATION = "nav_input_consumer";
@hide
/** @hide */
String INPUT_CONSUMER_WALLPAPER = "wallpaper_input_consumer";
@hide
/** @hide */
String INPUT_CONSUMER_RECENTS_ANIMATION = "recents_animation_input_consumer";
Not set up for a transition.
@hide
/** * Not set up for a transition. * @hide */
int TRANSIT_UNSET = -1;
No animation for transition.
@hide
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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;
A window in a task is being animated in-place.
@hide
/** * A window in a task is being animated in-place. * @hide */
int TRANSIT_TASK_IN_PLACE = 17;
An activity is being relaunched (e.g. due to configuration change).
@hide
/** * 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
/** * A task is being docked from recents. * @hide */
int TRANSIT_DOCK_TASK_FROM_RECENTS = 19;
Keyguard is going away.
@hide
/** * Keyguard is going away. * @hide */
int TRANSIT_KEYGUARD_GOING_AWAY = 20;
Keyguard is going away with showing an activity behind that requests wallpaper.
@hide
/** * 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
/** * Keyguard is being occluded. * @hide */
int TRANSIT_KEYGUARD_OCCLUDE = 22;
Keyguard is being unoccluded.
@hide
/** * Keyguard is being unoccluded. * @hide */
int TRANSIT_KEYGUARD_UNOCCLUDE = 23;
A translucent activity is being opened.
@hide
/** * A translucent activity is being opened. * @hide */
int TRANSIT_TRANSLUCENT_ACTIVITY_OPEN = 24;
A translucent activity is being closed.
@hide
/** * A translucent activity is being closed. * @hide */
int TRANSIT_TRANSLUCENT_ACTIVITY_CLOSE = 25;
A crashing activity is being closed.
@hide
/** * A crashing activity is being closed. * @hide */
int TRANSIT_CRASHING_ACTIVITY_CLOSE = 26;
@hide
/** * @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_TASK_IN_PLACE, 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 }) @Retention(RetentionPolicy.SOURCE) @interface TransitionType {}
Transition flag: Keyguard is going away, but keeping the notification shade open
@hide
/** * 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
/** * 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
/** * Transition flag: Keyguard is going away while it was showing the system wallpaper. * @hide */
int TRANSIT_FLAG_KEYGUARD_GOING_AWAY_WITH_WALLPAPER = 0x4;
@hide
/** * @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 {}
Exception that is thrown when trying to add view whose LayoutParams LayoutParams.token is invalid.
/** * 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 addView to a secondary display that cannot be found. See Presentation for more information on secondary displays.
/** * 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 Display upon which this 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 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 WindowManager instance uses by default.

To create windows on a different display, you need to obtain a WindowManager for that Display. (See the WindowManager class documentation for more information.)

Returns:The display that this window manager is managing.
/** * Returns the {@link Display} upon which this {@link WindowManager} instance * will create new windows. * <p> * Despite the name of this method, the display that is returned is not * necessarily the primary display of the system (see {@link Display#DEFAULT_DISPLAY}). * The returned display could instead be a secondary display that this * window manager instance is managing. Think of it as the display that * this {@link WindowManager} instance uses by default. * </p><p> * To create windows on a different display, you need to obtain a * {@link WindowManager} for that {@link Display}. (See the {@link WindowManager} * class documentation for more information.) * </p> * * @return The display that this window manager is managing. */
public Display getDefaultDisplay();
Special variation of ViewManager.removeView that immediately invokes the given view hierarchy's View.onDetachedFromWindow() methods before returning. This is not for normal applications; using it correctly requires great care.
Params:
  • view – The view to be removed.
/** * Special variation of {@link #removeView} that immediately invokes * the given view hierarchy's {@link View#onDetachedFromWindow() * View.onDetachedFromWindow()} methods before returning. This is not * for normal applications; using it correctly requires great care. * * @param view The view to be removed. */
public void removeViewImmediate(View view);
Used to asynchronously request Keyboard Shortcuts from the focused window.
@hide
/** * 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.
Params:
  • result – The keyboard shortcuts to be displayed.
/** * Callback used when the focused window keyboard shortcuts are ready to be displayed. * * @param result The keyboard shortcuts to be displayed. */
void onKeyboardShortcutsReceived(List<KeyboardShortcutGroup> result); }
Message for taking fullscreen screenshot
@hide
/** * Message for taking fullscreen screenshot * @hide */
final int TAKE_SCREENSHOT_FULLSCREEN = 1;
Message for taking screenshot of selected region.
@hide
/** * Message for taking screenshot of selected region. * @hide */
final int TAKE_SCREENSHOT_SELECTED_REGION = 2;
@hide
/** * @hide */
public static final String PARCEL_KEY_SHORTCUTS_ARRAY = "shortcuts_array";
Request for keyboard shortcuts to be retrieved asynchronously.
Params:
  • receiver – The callback to be triggered when the result is ready.
@hide
/** * Request for keyboard shortcuts to be retrieved asynchronously. * * @param receiver The callback to be triggered when the result is ready. * * @hide */
public void requestAppKeyboardShortcuts(final KeyboardShortcutsReceiver receiver, int deviceId);
Return the touch region for the current IME window, or an empty region if there is none.
Returns:The region of the IME that is accepting touch inputs, or null if there is no IME, no region or there was an error.
@hide
/** * Return the touch region for the current IME window, or an empty region if there is none. * * @return The region of the IME that is accepting touch inputs, or null if there is no IME, no * region or there was an error. * * @hide */
@SystemApi @RequiresPermission(android.Manifest.permission.RESTRICTED_VR_ACCESS) public Region getCurrentImeTouchRegion(); public static class LayoutParams extends ViewGroup.LayoutParams implements Parcelable {
X position for this window. With the default gravity it is ignored. When using Gravity.LEFT or Gravity.START or Gravity.RIGHT or Gravity.END it provides an offset from the given edge.
/** * 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 Gravity.TOP or Gravity.BOTTOM it provides an offset from the given edge.
/** * 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.
/** * 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.
/** * 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:
  • Application windows (ranging from FIRST_APPLICATION_WINDOW to LAST_APPLICATION_WINDOW) are normal top-level application windows. For these types of windows, the token must be set to the token of the activity they are a part of (this will normally be done for you if token is null).
  • Sub-windows (ranging from FIRST_SUB_WINDOW to LAST_SUB_WINDOW) are associated with another top-level window. For these types of windows, the token must be the token of the window it is attached to.
  • System windows (ranging from FIRST_SYSTEM_WINDOW to LAST_SYSTEM_WINDOW) are special types of windows for use by the system for specific purposes. They should not normally be used by applications, and a special permission is required to use them.
See Also:
/** * The general type of window. There are three main classes of * window types: * <ul> * <li> <strong>Application windows</strong> (ranging from * {@link #FIRST_APPLICATION_WINDOW} to * {@link #LAST_APPLICATION_WINDOW}) are normal top-level application * windows. For these types of windows, the {@link #token} must be * set to the token of the activity they are a part of (this will * normally be done for you if {@link #token} is null). * <li> <strong>Sub-windows</strong> (ranging from * {@link #FIRST_SUB_WINDOW} to * {@link #LAST_SUB_WINDOW}) are associated with another top-level * window. For these types of windows, the {@link #token} must be * the token of the window it is attached to. * <li> <strong>System windows</strong> (ranging from * {@link #FIRST_SYSTEM_WINDOW} to * {@link #LAST_SYSTEM_WINDOW}) are special types of windows for * use by the system for specific purposes. They should not normally * be used by applications, and a special permission is required * to use them. * </ul> * * @see #TYPE_BASE_APPLICATION * @see #TYPE_APPLICATION * @see #TYPE_APPLICATION_STARTING * @see #TYPE_DRAWN_APPLICATION * @see #TYPE_APPLICATION_PANEL * @see #TYPE_APPLICATION_MEDIA * @see #TYPE_APPLICATION_SUB_PANEL * @see #TYPE_APPLICATION_ABOVE_SUB_PANEL * @see #TYPE_APPLICATION_ATTACHED_DIALOG * @see #TYPE_STATUS_BAR * @see #TYPE_SEARCH_BAR * @see #TYPE_PHONE * @see #TYPE_SYSTEM_ALERT * @see #TYPE_TOAST * @see #TYPE_SYSTEM_OVERLAY * @see #TYPE_PRIORITY_PHONE * @see #TYPE_STATUS_BAR_PANEL * @see #TYPE_SYSTEM_DIALOG * @see #TYPE_KEYGUARD_DIALOG * @see #TYPE_SYSTEM_ERROR * @see #TYPE_INPUT_METHOD * @see #TYPE_INPUT_METHOD_DIALOG */
@ViewDebug.ExportedProperty(mapping = { @ViewDebug.IntToString(from = TYPE_BASE_APPLICATION, to = "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_DREAM, to = "DREAM"), @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") }) public int type;
Start of window types that represent normal application windows.
/** * 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.
/** * 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 token must be an Activity token identifying who the window belongs to. In multiuser systems shows only on the owning user's window.
/** * 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.
/** * 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.
/** * 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.
/** * End of types of application windows. */
public static final int LAST_APPLICATION_WINDOW = 99;
Start of types of sub-windows. The 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.
/** * 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.
/** * 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.
/** * 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 TYPE_APPLICATION_PANEL panels.
/** * 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 TYPE_APPLICATION_PANEL, but layout of the window happens as that of a top-level window, not as a child of its container.
/** Window type: like {@link #TYPE_APPLICATION_PANEL}, but layout * of the window happens as that of a top-level window, <em>not</em> * as a child of its container. */
public static final int TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW + 3;
Window type: window for showing overlays on top of media windows. These windows are displayed between TYPE_APPLICATION_MEDIA and the application window. They should be translucent to be useful. This is a big ugly hack so:
@hide
/** * Window type: window for showing overlays on top of media windows. * These windows are displayed between TYPE_APPLICATION_MEDIA and the * application window. They should be translucent to be useful. This * is a big ugly hack so: * @hide */
public static final int TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW + 4;
Window type: a above sub-panel on top of an application window and it's sub-panel windows. These windows are displayed on top of their attached window and any TYPE_APPLICATION_SUB_PANEL panels.
@hide
/** * 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.
/** * 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.
/** * 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.
/** * 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.
/** * 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 TYPE_APPLICATION_OVERLAY instead.
/** * 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 TYPE_APPLICATION_OVERLAY instead.
/** * 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
/** * 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 TYPE_APPLICATION_OVERLAY instead.
/** * 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 TYPE_APPLICATION_OVERLAY instead.
/** * 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 TYPE_APPLICATION_OVERLAY instead.
/** * 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.
/** * 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.
/** * 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 TYPE_APPLICATION_OVERLAY instead.
/** * 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.
/** * 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.
/** * 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.
/** * 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.
/** * 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 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
/** * 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
/** * 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 TYPE_STATUS_BAR_PANEL windows.
@hide
/** * 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
/** * 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
/** * 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
/** * 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
/** * 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
/** * Window type to consume input events when the systemUI bars are hidden. * In multiuser systems shows on all users' windows. * @hide */
public static final int TYPE_INPUT_CONSUMER = FIRST_SYSTEM_WINDOW+22;
Window type: Dreams (screen saver) window, just above keyguard. In multiuser systems shows only on the owning user's window.
@hide
/** * 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
/** * 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
/** * 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
/** * 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.
/** * 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
/** * 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 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.
/** * Window type: Windows that are overlaid <em>only</em> by a connected {@link * android.accessibilityservice.AccessibilityService} for interception of * user interactions without changing the windows an accessibility service * can introspect. In particular, an accessibility service can introspect * only windows that a sighted user can interact with which is they can touch * these windows or can type into these windows. For example, if there * is a full screen accessibility overlay that is touchable, the windows * below it will be introspectable by an accessibility service even though * they are covered by a touchable window. */
public static final int TYPE_ACCESSIBILITY_OVERLAY = FIRST_SYSTEM_WINDOW+32;
Window type: Starting window for voice interaction layer.
@hide
/** * 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
/** * 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 TYPE_APPLICATION_ATTACHED_DIALOG, but used by Quick Settings Tiles.
@hide
/** * Window type: like {@link #TYPE_APPLICATION_ATTACHED_DIALOG}, but used * by Quick Settings Tiles. * @hide */
public static final int TYPE_QS_DIALOG = FIRST_SYSTEM_WINDOW+35;
Window type: shares similar characteristics with TYPE_DREAM. The layer is reserved for screenshot region selection. These windows must not take input focus.
@hide
/** * Window type: shares similar characteristics with {@link #TYPE_DREAM}. The layer is * reserved for screenshot region selection. These windows must not take input focus. * @hide */
public static final int TYPE_SCREENSHOT = FIRST_SYSTEM_WINDOW + 36;
Window type: Window for Presentation on an external display.
See Also:
  • Presentation
@hide
/** * 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 FIRST_APPLICATION_WINDOW and LAST_APPLICATION_WINDOW) but below critical system windows like the status bar or IME.

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 SYSTEM_ALERT_WINDOW.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.

/** * Window type: Application overlay windows are displayed above all activity windows * (types between {@link #FIRST_APPLICATION_WINDOW} and {@link #LAST_APPLICATION_WINDOW}) * but below critical system windows like the status bar or IME. * <p> * The system may change the position, size, or visibility of these windows at anytime * to reduce visual clutter to the user and also manage resources. * <p> * Requires {@link android.Manifest.permission#SYSTEM_ALERT_WINDOW} permission. * <p> * The system will adjust the importance of processes with this window type to reduce the * chance of the low-memory-killer killing them. * <p> * In multi-user systems shows only on the owning user's screen. */
public static final int TYPE_APPLICATION_OVERLAY = FIRST_SYSTEM_WINDOW + 38;
End of types of system windows.
/** * End of types of system windows. */
public static final int LAST_SYSTEM_WINDOW = 2999;
@hide Used internally when there is no suitable type available.
/** * @hide * Used internally when there is no suitable type available. */
public static final int INVALID_WINDOW_TYPE = -1;
Return true if the window type is an alert window.
Params:
  • type – The window type.
Returns:If the window type is an alert window.
@hide
/** * Return true if the window type is an alert window. * * @param type The window type. * @return If the window type is an alert window. * @hide */
public static boolean isSystemAlertWindowType(int type) { switch (type) { case TYPE_PHONE: case TYPE_PRIORITY_PHONE: case TYPE_SYSTEM_ALERT: case TYPE_SYSTEM_ERROR: case TYPE_SYSTEM_OVERLAY: case TYPE_APPLICATION_OVERLAY: return true; } return false; }
Deprecated:this is ignored, this value is set automatically when needed.
/** @deprecated 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 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 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 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 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 FLAG_KEEP_SCREEN_ON and/or FLAG_SHOW_WHEN_LOCKED
/** 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 dimAmount to control the amount of dim.
/** 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.
/** 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 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 FLAG_ALT_FOCUSABLE_IM to modify this behavior.

/** Window flag: this window won't ever get key input focus, so the * user can not send key or other button events to it. Those will * instead go to whatever focusable window is behind it. This flag * will also enable {@link #FLAG_NOT_TOUCH_MODAL} whether or not that * is explicitly set. * * <p>Setting this flag also implies that the window will not need to * interact with * a soft input method, so it will be Z-ordered and positioned * independently of any active input method (typically this means it * gets Z-ordered on top of the input method, so it can use the full * screen for its content and cover the input method if needed. You * can use {@link #FLAG_ALT_FOCUSABLE_IM} to modify this behavior. */
public static final int FLAG_NOT_FOCUSABLE = 0x00000008;
Window flag: this window can never receive touch events.
/** 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 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.
/** 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.
/** 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.
/** Window flag: as long as this window is visible to the user, keep * the device's screen turned on and bright. */
public static final int FLAG_KEEP_SCREEN_ON = 0x00000080;
Window flag: place the window within the entire screen, ignoring decorations around the border (such as the status bar). The window must correctly position its contents to take the screen decoration into account. This flag is normally set for you by Window as described in Window.setFlags.

Note: on displays that have a DisplayCutout, the window may be placed such that it avoids the DisplayCutout area if necessary according to the layoutInDisplayCutoutMode.

/** Window flag: place the window within the entire screen, ignoring * decorations around the border (such as the status bar). The * window must correctly position its contents to take the screen * decoration into account. This flag is normally set for you * by Window as described in {@link Window#setFlags}. * * <p>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.
/** 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 SOFT_INPUT_ADJUST_RESIZE for the window's softInputMode field; the window will stay fullscreen and will not resize.

This flag can be controlled in your theme through the windowFullscreen.windowFullscreen attribute; this attribute is automatically set for you in the standard fullscreen themes such as Theme_NoTitleBar_Fullscreen.Theme_NoTitleBar_Fullscreen, Theme_Black_NoTitleBar_Fullscreen.Theme_Black_NoTitleBar_Fullscreen, Theme_Light_NoTitleBar_Fullscreen.Theme_Light_NoTitleBar_Fullscreen, Theme_Holo_NoActionBar_Fullscreen.Theme_Holo_NoActionBar_Fullscreen, Theme_Holo_Light_NoActionBar_Fullscreen.Theme_Holo_Light_NoActionBar_Fullscreen, Theme_DeviceDefault_NoActionBar_Fullscreen.Theme_DeviceDefault_NoActionBar_Fullscreen, and Theme_DeviceDefault_Light_NoActionBar_Fullscreen.Theme_DeviceDefault_Light_NoActionBar_Fullscreen.

/** * Window flag: hide all screen decorations (such as the status bar) while * this window is displayed. This allows the window to use the entire * display space for itself -- the status bar will be hidden when * an app window with this flag set is on the top layer. A fullscreen window * will ignore a value of {@link #SOFT_INPUT_ADJUST_RESIZE} for the window's * {@link #softInputMode} field; the window will stay fullscreen * and will not resize. * * <p>This flag can be controlled in your theme through the * {@link android.R.attr#windowFullscreen} attribute; this attribute * is automatically set for you in the standard fullscreen themes * such as {@link android.R.style#Theme_NoTitleBar_Fullscreen}, * {@link android.R.style#Theme_Black_NoTitleBar_Fullscreen}, * {@link android.R.style#Theme_Light_NoTitleBar_Fullscreen}, * {@link android.R.style#Theme_Holo_NoActionBar_Fullscreen}, * {@link android.R.style#Theme_Holo_Light_NoActionBar_Fullscreen}, * {@link android.R.style#Theme_DeviceDefault_NoActionBar_Fullscreen}, and * {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Fullscreen}.</p> */
public static final int FLAG_FULLSCREEN = 0x00000400;
Window flag: override FLAG_FULLSCREEN and force the screen decorations (such as the status bar) to be shown.
/** Window flag: override {@link #FLAG_FULLSCREEN} and force the * screen decorations (such as the status bar) to be shown. */
public static final int FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
Window flag: turn on dithering when compositing this window to the screen.
Deprecated:This flag is no longer used.
/** 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 Display.FLAG_SECURE for more details about secure surfaces and secure displays.

/** Window flag: treat the content of the window as secure, preventing * it from appearing in screenshots or from being viewed on non-secure * displays. * * <p>See {@link android.view.Display#FLAG_SECURE} for more details about * secure surfaces and secure displays. */
public static final int FLAG_SECURE = 0x00002000;
Window flag: a special mode where the layout parameters are used to perform scaling of the surface when it is composited to the screen.
/** 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.
/** 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 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 Window.setFlags.
/** 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 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.
/** 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 FLAG_NOT_TOUCH_MODAL, you can set this flag to receive a single special MotionEvent with the action 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.
/** 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 FLAG_KEEP_SCREEN_ON to turn screen on and display windows directly before showing the key guard window. Can be used with FLAG_DISMISS_KEYGUARD to automatically fully dismisss non-secure keyguards. This flag only applies to the top-most full-screen window.
Deprecated:Use showWhenLocked.showWhenLocked or Activity.setShowWhenLocked(boolean) instead to prevent an unintentional double life-cycle event.
/** 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 windowShowWallpaper.windowShowWallpaper attribute; this attribute is automatically set for you in the standard wallpaper themes such as Theme_Wallpaper.Theme_Wallpaper, Theme_Wallpaper_NoTitleBar.Theme_Wallpaper_NoTitleBar, Theme_Wallpaper_NoTitleBar_Fullscreen.Theme_Wallpaper_NoTitleBar_Fullscreen, Theme_Holo_Wallpaper.Theme_Holo_Wallpaper, Theme_Holo_Wallpaper_NoTitleBar.Theme_Holo_Wallpaper_NoTitleBar, Theme_DeviceDefault_Wallpaper.Theme_DeviceDefault_Wallpaper, and Theme_DeviceDefault_Wallpaper_NoTitleBar.Theme_DeviceDefault_Wallpaper_NoTitleBar.

/** Window flag: ask that the system wallpaper be shown behind * your window. The window surface must be translucent to be able * to actually see the wallpaper behind it; this flag just ensures * that the wallpaper surface will be there if this window actually * has translucent regions. * * <p>This flag can be controlled in your theme through the * {@link android.R.attr#windowShowWallpaper} attribute; this attribute * is automatically set for you in the standard wallpaper themes * such as {@link android.R.style#Theme_Wallpaper}, * {@link android.R.style#Theme_Wallpaper_NoTitleBar}, * {@link android.R.style#Theme_Wallpaper_NoTitleBar_Fullscreen}, * {@link android.R.style#Theme_Holo_Wallpaper}, * {@link android.R.style#Theme_Holo_Wallpaper_NoTitleBar}, * {@link android.R.style#Theme_DeviceDefault_Wallpaper}, and * {@link android.R.style#Theme_DeviceDefault_Wallpaper_NoTitleBar}.</p> */
public static final int FLAG_SHOW_WALLPAPER = 0x00100000;
Window flag: when set as a window is being added or made visible, once the window has been shown then the system will poke the power manager's user activity (as if the user had woken up the device) to turn the screen on.
Deprecated:Use turnScreenOn.turnScreenOn or Activity.setTurnScreenOn(boolean) instead to prevent an unintentional double life-cycle event.
/** Window flag: when set as a window is being added or made * visible, once the window has been shown then the system will * poke the power manager's user activity (as if the user had woken * up the device) to turn the screen on. * @deprecated Use {@link android.R.attr#turnScreenOn} or * {@link android.app.Activity#setTurnScreenOn(boolean)} instead to prevent an * unintentional double life-cycle event. */
@Deprecated public static final int FLAG_TURN_SCREEN_ON = 0x00200000;
Window flag: when set the window will cause the keyguard to be dismissed, only if it is not a secure lock keyguard. Because such a keyguard is not needed for security, it will never re-appear if the user navigates to another window (in contrast to FLAG_SHOW_WHEN_LOCKED, which will only temporarily hide both secure and non-secure keyguards but ensure they reappear when the user moves to another UI that doesn't hide them). If the keyguard is currently active and is secure (requires an unlock credential) than the user will still need to confirm it before seeing this window, unless FLAG_SHOW_WHEN_LOCKED has also been set.
Deprecated:Use FLAG_SHOW_WHEN_LOCKED or KeyguardManager.requestDismissKeyguard instead. Since keyguard was dismissed all the time as long as an activity with this flag on its window was focused, keyguard couldn't guard against unintentional touches on the screen, which isn't desired.
/** * Window flag: when set the window will cause the keyguard to be * dismissed, only if it is not a secure lock keyguard. Because such a * keyguard is not needed for security, it will never re-appear if the * user navigates to another window (in contrast to * {@link #FLAG_SHOW_WHEN_LOCKED}, which will only temporarily hide both * secure and non-secure keyguards but ensure they reappear when the * user moves to another UI that doesn't hide them). If the keyguard is * currently active and is secure (requires an unlock credential) than * the user will still need to confirm it before seeing this window, * unless {@link #FLAG_SHOW_WHEN_LOCKED} has also been set. * * @deprecated Use {@link #FLAG_SHOW_WHEN_LOCKED} or * {@link KeyguardManager#requestDismissKeyguard} instead. * Since keyguard was dismissed all the time as long as an * activity with this flag on its window was focused, * keyguard couldn't guard against unintentional touches on * the screen, which isn't desired. */
@Deprecated public static final int FLAG_DISMISS_KEYGUARD = 0x00400000;
Window flag: when set the window will accept for touch events outside of its bounds to be sent to other windows that also support split touch. When this flag is not set, the first pointer that goes down determines the window to which all subsequent touches go until all pointers go up. When this flag is set, each pointer (not necessarily the first) that goes down determines the window to which all subsequent touches of that pointer will go until that pointer goes up thereby enabling touches with multiple pointers to be split across multiple windows.
/** 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 hardwareAccelerated.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 android:hardwareAccelerated XML attribute is set to true on an activity or on the application.

/** * <p>Indicates whether this window should be hardware accelerated. * Requesting hardware acceleration does not guarantee it will happen.</p> * * <p>This flag can be controlled programmatically <em>only</em> to enable * hardware acceleration. To enable hardware acceleration for a given * window programmatically, do the following:</p> * * <pre> * Window w = activity.getWindow(); // in Activity's onCreate() for instance * w.setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED, * WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED); * </pre> * * <p>It is important to remember that this flag <strong>must</strong> * be set before setting the content view of your activity or dialog.</p> * * <p>This flag cannot be used to disable hardware acceleration after it * was enabled in your manifest using * {@link android.R.attr#hardwareAccelerated}. If you need to selectively * and programmatically disable hardware acceleration (for automated testing * for instance), make sure it is turned off in your manifest and enable it * on your activity or dialog when you need it instead, using the method * described above.</p> * * <p>This flag is automatically set by the system if the * {@link android.R.attr#hardwareAccelerated android:hardwareAccelerated} * XML attribute is set to true on an activity or on the application.</p> */
public static final int FLAG_HARDWARE_ACCELERATED = 0x01000000;
Window flag: allow window contents to extend in to the screen's overscan area, if there is one. The window should still correctly position its contents to take the overscan area into account.

This flag can be controlled in your theme through the windowOverscan.windowOverscan attribute; this attribute is automatically set for you in the standard overscan themes such as Theme_Holo_NoActionBar_Overscan.Theme_Holo_NoActionBar_Overscan, Theme_Holo_Light_NoActionBar_Overscan.Theme_Holo_Light_NoActionBar_Overscan, Theme_DeviceDefault_NoActionBar_Overscan.Theme_DeviceDefault_NoActionBar_Overscan, and Theme_DeviceDefault_Light_NoActionBar_Overscan.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 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 fitsSystemWindows.fitsSystemWindows attribute in your view hierarchy, or implementing you own View.fitSystemWindows(Rect) method).

This mechanism for positioning content elements is identical to its equivalent use with layout and View.setSystemUiVisibility(int); here is an example layout that will correctly position its UI elements with this overscan flag is set:

{@sample development/samples/ApiDemos/res/layout/overscan_activity.xml complete}
/** * Window flag: allow window contents to extend in to the screen's * overscan area, if there is one. The window should still correctly * position its contents to take the overscan area into account. * * <p>This flag can be controlled in your theme through the * {@link android.R.attr#windowOverscan} attribute; this attribute * is automatically set for you in the standard overscan themes * such as * {@link android.R.style#Theme_Holo_NoActionBar_Overscan}, * {@link android.R.style#Theme_Holo_Light_NoActionBar_Overscan}, * {@link android.R.style#Theme_DeviceDefault_NoActionBar_Overscan}, and * {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Overscan}.</p> * * <p>When this flag is enabled for a window, its normal content may be obscured * to some degree by the overscan region of the display. To ensure key parts of * that content are visible to the user, you can use * {@link View#setFitsSystemWindows(boolean) View.setFitsSystemWindows(boolean)} * to set the point in the view hierarchy where the appropriate offsets should * be applied. (This can be done either by directly calling this function, using * the {@link android.R.attr#fitsSystemWindows} attribute in your view hierarchy, * or implementing you own {@link View#fitSystemWindows(android.graphics.Rect) * View.fitSystemWindows(Rect)} method).</p> * * <p>This mechanism for positioning content elements is identical to its equivalent * use with layout and {@link View#setSystemUiVisibility(int) * View.setSystemUiVisibility(int)}; here is an example layout that will correctly * position its UI elements with this overscan flag is set:</p> * * {@sample development/samples/ApiDemos/res/layout/overscan_activity.xml complete} */
public static final int FLAG_LAYOUT_IN_OVERSCAN = 0x02000000;
Window flag: request a translucent status bar with minimal system-provided background protection.

This flag can be controlled in your theme through the windowTranslucentStatus.windowTranslucentStatus attribute; this attribute is automatically set for you in the standard translucent decor themes such as Theme_Holo_NoActionBar_TranslucentDecor.Theme_Holo_NoActionBar_TranslucentDecor, Theme_Holo_Light_NoActionBar_TranslucentDecor.Theme_Holo_Light_NoActionBar_TranslucentDecor, Theme_DeviceDefault_NoActionBar_TranslucentDecor.Theme_DeviceDefault_NoActionBar_TranslucentDecor, and Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor.Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor.

When this flag is enabled for a window, it automatically sets the system UI visibility flags View.SYSTEM_UI_FLAG_LAYOUT_STABLE and View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN.

/** * Window flag: request a translucent status bar with minimal system-provided * background protection. * * <p>This flag can be controlled in your theme through the * {@link android.R.attr#windowTranslucentStatus} attribute; this attribute * is automatically set for you in the standard translucent decor themes * such as * {@link android.R.style#Theme_Holo_NoActionBar_TranslucentDecor}, * {@link android.R.style#Theme_Holo_Light_NoActionBar_TranslucentDecor}, * {@link android.R.style#Theme_DeviceDefault_NoActionBar_TranslucentDecor}, and * {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor}.</p> * * <p>When this flag is enabled for a window, it automatically sets * the system UI visibility flags {@link View#SYSTEM_UI_FLAG_LAYOUT_STABLE} and * {@link View#SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN}.</p> */
public static final int FLAG_TRANSLUCENT_STATUS = 0x04000000;
Window flag: request a translucent navigation bar with minimal system-provided background protection.

This flag can be controlled in your theme through the windowTranslucentNavigation.windowTranslucentNavigation attribute; this attribute is automatically set for you in the standard translucent decor themes such as Theme_Holo_NoActionBar_TranslucentDecor.Theme_Holo_NoActionBar_TranslucentDecor, Theme_Holo_Light_NoActionBar_TranslucentDecor.Theme_Holo_Light_NoActionBar_TranslucentDecor, Theme_DeviceDefault_NoActionBar_TranslucentDecor.Theme_DeviceDefault_NoActionBar_TranslucentDecor, and Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor.Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor.

When this flag is enabled for a window, it automatically sets the system UI visibility flags View.SYSTEM_UI_FLAG_LAYOUT_STABLE and View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION.

/** * Window flag: request a translucent navigation bar with minimal system-provided * background protection. * * <p>This flag can be controlled in your theme through the * {@link android.R.attr#windowTranslucentNavigation} attribute; this attribute * is automatically set for you in the standard translucent decor themes * such as * {@link android.R.style#Theme_Holo_NoActionBar_TranslucentDecor}, * {@link android.R.style#Theme_Holo_Light_NoActionBar_TranslucentDecor}, * {@link android.R.style#Theme_DeviceDefault_NoActionBar_TranslucentDecor}, and * {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor}.</p> * * <p>When this flag is enabled for a window, it automatically sets * the system UI visibility flags {@link View#SYSTEM_UI_FLAG_LAYOUT_STABLE} and * {@link View#SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION}.</p> */
public static final int FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
Flag for a window in local focus mode. Window in local focus mode can control focus independent of window manager using 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 Window.injectInputEvent(InputEvent).
/** * 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}
/** Window flag: Enable touches to slide out of a window into neighboring * windows in mid-gesture instead of being captured for the duration of * the gesture. * * This flag changes the behavior of touch focus for this window only. * Touches can slide out of the window but they cannot necessarily slide * back in (unless the other window with touch focus permits it). * * {@hide} */
public static final int FLAG_SLIPPERY = 0x20000000;
Window flag: When requesting layout with an attached window, the attached window may overlap with the screen decorations of the parent window such as the navigation bar. By including this flag, the window manager will layout the attached window within the decor frame of the parent window such that it doesn't overlap with screen decorations.
/** * Window flag: When requesting layout with an attached window, the attached window may * overlap with the screen decorations of the parent window such as the navigation bar. By * including this flag, the window manager will layout the attached window within the decor * frame of the parent window such that it doesn't overlap with screen decorations. */
public static final int FLAG_LAYOUT_ATTACHED_IN_DECOR = 0x40000000;
Flag indicating that this Window is responsible for drawing the background for the system bars. If set, the system bars are drawn with a transparent background and the corresponding areas in this window are filled with the colors specified in Window.getStatusBarColor() and Window.getNavigationBarColor().
/** * 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 Also:
/** * 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 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 FLAG_HARDWARE_ACCELERATED to enable hardware acceleration for system windows.
@hide
/** * 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
/** * 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 Engine.setOffsetNotificationsEnabled(boolean).
@hide
/** * 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}
/** In a multiuser system if this flag is set and the owner is a system process then this * window will appear on all user screens. This overrides the default behavior of window * types that normally only appear on the owning user's screen. Refer to each window type * to determine its default behavior. * * {@hide} */
public static final int PRIVATE_FLAG_SHOW_FOR_ALL_USERS = 0x00000010;
Never animate position changes of the window. {@hide}
/** * Never animate position changes of the window. * * {@hide} */
@TestApi public static final int PRIVATE_FLAG_NO_MOVE_ANIMATION = 0x00000040;
Window flag: special flag to limit the size of the window to be original size ([320x480] x density). Used to create window for applications running under compatibility mode. {@hide}
/** 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}
/** Window flag: a special option intended for system dialogs. When * this flag is set, the window will demand focus unconditionally when * it is created. * {@hide} */
public static final int PRIVATE_FLAG_SYSTEM_ERROR = 0x00000100;
Window flag: maintain the previous translucent decor state when this window becomes top-most. {@hide}
/** Window flag: maintain the previous translucent decor state when this window * becomes top-most. * {@hide} */
public static final int PRIVATE_FLAG_INHERIT_TRANSLUCENT_DECOR = 0x00000200;
Flag whether the current window is a keyguard window, meaning that it will hide all other windows behind it except for windows with flag FLAG_SHOW_WHEN_LOCKED set. Further, this can only be set by TYPE_STATUS_BAR. {@hide}
/** * Flag whether the current window is a keyguard window, meaning that it will hide all other * windows behind it except for windows with flag {@link #FLAG_SHOW_WHEN_LOCKED} set. * Further, this can only be set by {@link LayoutParams#TYPE_STATUS_BAR}. * {@hide} */
public static final int PRIVATE_FLAG_KEYGUARD = 0x00000400;
Flag that prevents the wallpaper behind the current window from receiving touch events. {@hide}
/** * Flag that prevents the wallpaper behind the current window from receiving touch events. * * {@hide} */
public static final int PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS = 0x00000800;
Flag to force the status bar window to be visible all the time. If the bar is hidden when this flag is set it will be shown again and the bar will have a transparent background. This can only be set by TYPE_STATUS_BAR. {@hide}
/** * Flag to force the status bar window to be visible all the time. If the bar is hidden when * this flag is set it will be shown again and the bar will have a transparent background. * This can only be set by {@link LayoutParams#TYPE_STATUS_BAR}. * * {@hide} */
public static final int PRIVATE_FLAG_FORCE_STATUS_BAR_VISIBLE_TRANSPARENT = 0x00001000;
Flag indicating that the x, y, width, and height members should be ignored (and thus their previous value preserved). For example because they are being managed externally through repositionChild. {@hide}
/** * 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
/** * 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
/** * 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
/** * 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
/** * Flag to indicate that this window is always drawing the status bar background, no matter * what the other flags are. * @hide */
public static final int PRIVATE_FLAG_FORCE_DRAW_STATUS_BAR_BACKGROUND = 0x00020000;
Flag to indicate that this window needs Sustained Performance Mode if the device supports it.
@hide
/** * 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 TYPE_TOAST or that requires AppOpsManager.OP_SYSTEM_ALERT_WINDOW permission should be hidden when this window is visible.
@hide
/** * Flag to indicate that any window added by an application process that is of type * {@link #TYPE_TOAST} or that requires * {@link android.app.AppOpsManager#OP_SYSTEM_ALERT_WINDOW} permission should be hidden when * this window is visible. * @hide */
@RequiresPermission(permission.HIDE_NON_SYSTEM_OVERLAY_WINDOWS) public static final int PRIVATE_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS = 0x00080000;
Indicates that this window is the rounded corners overlay present on some devices this means that it will be excluded from: screenshots, screen magnification, and mirroring.
@hide
/** * Indicates that this window is the rounded corners overlay present on some * devices this means that it will be excluded from: screenshots, * screen magnification, and mirroring. * @hide */
public static final int PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY = 0x00100000;
If this flag is set on the window, window manager will acquire a sleep token that puts all activities to sleep as long as this window is visible. When this flag is set, the window needs to occlude all activity windows.
@hide
/** * If this flag is set on the window, window manager will acquire a sleep token that puts * all activities to sleep as long as this window is visible. When this flag is set, the * window needs to occlude all activity windows. * @hide */
@RequiresPermission(permission.DEVICE_POWER) public static final int PRIVATE_FLAG_ACQUIRES_SLEEP_TOKEN = 0x00200000;
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
/** * 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 now in an explicit expanded state, meaning that status bar will not be hidden by any window with flag FLAG_FULLSCREEN or View.SYSTEM_UI_FLAG_FULLSCREEN set. This can only be set by TYPE_STATUS_BAR.
@hide
/** * Flag to indicate that the status bar window is now in an explicit expanded state, meaning * that status bar will not be hidden by any window with flag {@link #FLAG_FULLSCREEN} or * {@link View#SYSTEM_UI_FLAG_FULLSCREEN} set. * This can only be set by {@link LayoutParams#TYPE_STATUS_BAR}. * @hide */
public static final int PRIVATE_FLAG_STATUS_BAR_EXPANDED = 0x00800000;
Control flags that are private to the platform.
@hide
/** * Control flags that are private to the platform. * @hide */
@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 = PRIVATE_FLAG_SHOW_FOR_ALL_USERS, equals = PRIVATE_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_INHERIT_TRANSLUCENT_DECOR, equals = PRIVATE_FLAG_INHERIT_TRANSLUCENT_DECOR, name = "INHERIT_TRANSLUCENT_DECOR"), @ViewDebug.FlagToString( mask = PRIVATE_FLAG_KEYGUARD, equals = PRIVATE_FLAG_KEYGUARD, name = "KEYGUARD"), @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_STATUS_BAR_VISIBLE_TRANSPARENT, equals = PRIVATE_FLAG_FORCE_STATUS_BAR_VISIBLE_TRANSPARENT, name = "FORCE_STATUS_BAR_VISIBLE_TRANSPARENT"), @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_STATUS_BAR_BACKGROUND, equals = PRIVATE_FLAG_FORCE_DRAW_STATUS_BAR_BACKGROUND, 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 = PRIVATE_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS, equals = PRIVATE_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_ACQUIRES_SLEEP_TOKEN, equals = PRIVATE_FLAG_ACQUIRES_SLEEP_TOKEN, name = "ACQUIRES_SLEEP_TOKEN"), @ViewDebug.FlagToString( mask = PRIVATE_FLAG_IS_SCREEN_DECOR, equals = PRIVATE_FLAG_IS_SCREEN_DECOR, name = "IS_SCREEN_DECOR"), @ViewDebug.FlagToString( mask = PRIVATE_FLAG_STATUS_BAR_EXPANDED, equals = PRIVATE_FLAG_STATUS_BAR_EXPANDED, name = "STATUS_BAR_EXPANDED") }) @TestApi public int privateFlags;
Value for needsMenuKey for a window that has not explicitly specified if it needs NEEDS_MENU_SET_TRUE or doesn't need NEEDS_MENU_SET_FALSE a menu key. For this case, we should look at windows behind it to determine the appropriate value.
@hide
/** * Value for {@link #needsMenuKey} for a window that has not explicitly specified if it * needs {@link #NEEDS_MENU_SET_TRUE} or doesn't need {@link #NEEDS_MENU_SET_FALSE} a menu * key. For this case, we should look at windows behind it to determine the appropriate * value. * * @hide */
public static final int NEEDS_MENU_UNSET = 0;
Value for needsMenuKey for a window that has explicitly specified it needs a menu key.
@hide
/** * Value for {@link #needsMenuKey} for a window that has explicitly specified it needs a * menu key. * * @hide */
public static final int NEEDS_MENU_SET_TRUE = 1;
Value for needsMenuKey for a window that has explicitly specified it doesn't needs a menu key.
@hide
/** * Value for {@link #needsMenuKey} for a window that has explicitly specified it doesn't * needs a menu key. * * @hide */
public static final int NEEDS_MENU_SET_FALSE = 2;
State variable for a window belonging to an activity that responds to KeyEvent.KEYCODE_MENU and therefore needs a Menu key. For devices where Menu is a physical button this variable is ignored, but on devices where the Menu key is drawn in software it may be hidden unless this variable is set to NEEDS_MENU_SET_TRUE. (Note that Action Bars, when available, are the preferred way to offer additional functions otherwise accessed via an options menu.) {@hide}
/** * State variable for a window belonging to an activity that responds to * {@link KeyEvent#KEYCODE_MENU} and therefore needs a Menu key. For devices where Menu is a * physical button this variable is ignored, but on devices where the Menu key is drawn in * software it may be hidden unless this variable is set to {@link #NEEDS_MENU_SET_TRUE}. * * (Note that Action Bars, when available, are the preferred way to offer additional * functions otherwise accessed via an options menu.) * * {@hide} */
public int needsMenuKey = NEEDS_MENU_UNSET;
Given a particular set of window manager flags, determine whether such a window may be a target for an input method when it has focus. In particular, this checks the FLAG_NOT_FOCUSABLE and 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.
Params:
  • flags – The current window manager flags.
Returns:Returns true if such a window should be behind/interact with an input method, false if not.
/** * 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 softInputMode of the bits that determine the desired visibility state of the soft input area for this window.
/** * 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 softInputMode: no state has been specified. The system may show or hide the software keyboard for better user experience when the window gains focus.
/** * 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 softInputMode: please don't change the state of the soft input area.
/** * 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 softInputMode: please hide any soft input area when normally appropriate (when the user is navigating forward to your window).
/** * 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 softInputMode: please always hide any soft input area when this window receives focus.
/** * 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 softInputMode: please show the soft input area when normally appropriate (when the user is navigating forward to your window).

Applications that target VERSION_CODES.P and later, this flag is ignored unless there is a focused view that returns true from View.isInEditMode() when the window is focused.

/** * Visibility state for {@link #softInputMode}: please show the soft * input area when normally appropriate (when the user is navigating * forward to your window). * * <p>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.</p> */
public static final int SOFT_INPUT_STATE_VISIBLE = 4;
Visibility state for softInputMode: please always make the soft input area visible when this window receives input focus.

Applications that target VERSION_CODES.P and later, this flag is ignored unless there is a focused view that returns true from View.isInEditMode() when the window is focused.

/** * Visibility state for {@link #softInputMode}: please always make the * soft input area visible when this window receives input focus. * * <p>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.</p> */
public static final int SOFT_INPUT_STATE_ALWAYS_VISIBLE = 5;
Mask for softInputMode of the bits that determine the way that the window should be adjusted to accommodate the soft input window.
/** * 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 softInputMode: nothing specified. The system will try to pick one or the other depending on the contents of the window.
/** 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 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 SOFT_INPUT_ADJUST_PAN; if neither of these are set, then the system will try to pick one or the other depending on the contents of the window. If the window's layout parameter flags include FLAG_FULLSCREEN, this value for softInputMode will be ignored; the window will not resize, but will stay fullscreen.
/** Adjustment option for {@link #softInputMode}: set to allow the * window to be resized when an input * method is shown, so that its contents are not covered by the input * method. This can <em>not</em> be combined with * {@link #SOFT_INPUT_ADJUST_PAN}; if * neither of these are set, then the system will try to pick one or * the other depending on the contents of the window. If the window's * layout parameter flags include {@link #FLAG_FULLSCREEN}, this * value for {@link #softInputMode} will be ignored; the window will * not resize, but will stay fullscreen. */
public static final int SOFT_INPUT_ADJUST_RESIZE = 0x10;
Adjustment option for 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 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.
/** Adjustment option for {@link #softInputMode}: set to have a window * pan when an input method is * shown, so it doesn't need to deal with resizing but just panned * by the framework to ensure the current input focus is visible. This * can <em>not</em> be combined with {@link #SOFT_INPUT_ADJUST_RESIZE}; if * neither of these are set, then the system will try to pick one or * the other depending on the contents of the window. */
public static final int SOFT_INPUT_ADJUST_PAN = 0x20;
Adjustment option for 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.
/** 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 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.
/** * Bit for {@link #softInputMode}: set when the user has navigated * forward to the window. This is normally set automatically for * you by the system, though you may want to set it in certain cases * when you are displaying a window yourself. This flag will always * be cleared automatically after the window is displayed. */
public static final int SOFT_INPUT_IS_FORWARD_NAVIGATION = 0x100;
An internal annotation for flags that can be specified to LayoutParams.softInputMode.
@hide
/** * An internal annotation for flags that can be specified to {@link #softInputMode}. * * @hide */
@Retention(RetentionPolicy.SOURCE) @IntDef(flag = true, prefix = { "SOFT_INPUT_" }, value = { SOFT_INPUT_STATE_UNSPECIFIED, SOFT_INPUT_STATE_UNCHANGED, SOFT_INPUT_STATE_HIDDEN, SOFT_INPUT_STATE_ALWAYS_HIDDEN, SOFT_INPUT_STATE_VISIBLE, SOFT_INPUT_STATE_ALWAYS_VISIBLE, SOFT_INPUT_ADJUST_UNSPECIFIED, SOFT_INPUT_ADJUST_RESIZE, SOFT_INPUT_ADJUST_PAN, SOFT_INPUT_ADJUST_NOTHING, SOFT_INPUT_IS_FORWARD_NAVIGATION, }) public @interface SoftInputModeFlags {}
Desired operating mode for any soft input area. May be any combination of:

This flag can be controlled in your theme through the windowSoftInputMode.windowSoftInputMode attribute.

/** * Desired operating mode for any soft input area. May be any combination * of: * * <ul> * <li> One of the visibility states * {@link #SOFT_INPUT_STATE_UNSPECIFIED}, {@link #SOFT_INPUT_STATE_UNCHANGED}, * {@link #SOFT_INPUT_STATE_HIDDEN}, {@link #SOFT_INPUT_STATE_ALWAYS_HIDDEN}, * {@link #SOFT_INPUT_STATE_VISIBLE}, or {@link #SOFT_INPUT_STATE_ALWAYS_VISIBLE}. * <li> One of the adjustment options * {@link #SOFT_INPUT_ADJUST_UNSPECIFIED}, {@link #SOFT_INPUT_ADJUST_RESIZE}, * {@link #SOFT_INPUT_ADJUST_PAN}, or {@link #SOFT_INPUT_ADJUST_NOTHING}. * </ul> * * * <p>This flag can be controlled in your theme through the * {@link android.R.attr#windowSoftInputMode} attribute.</p> */
@SoftInputModeFlags public int softInputMode;
Placement of window within the screen as per Gravity. Both Gravity.apply and Gravity.applyDisplay are used during window layout, with this value given as the desired gravity. For example you can specify Gravity.DISPLAY_CLIP_HORIZONTAL and Gravity.DISPLAY_CLIP_VERTICAL here to control the behavior of Gravity.applyDisplay.
See Also:
/** * Placement of window within the screen as per {@link Gravity}. Both * {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int, * android.graphics.Rect) Gravity.apply} and * {@link Gravity#applyDisplay(int, android.graphics.Rect, android.graphics.Rect) * Gravity.applyDisplay} are used during window layout, with this value * given as the desired gravity. For example you can specify * {@link Gravity#DISPLAY_CLIP_HORIZONTAL Gravity.DISPLAY_CLIP_HORIZONTAL} and * {@link Gravity#DISPLAY_CLIP_VERTICAL Gravity.DISPLAY_CLIP_VERTICAL} here * to control the behavior of * {@link Gravity#applyDisplay(int, android.graphics.Rect, android.graphics.Rect) * Gravity.applyDisplay}. * * @see Gravity */
public int gravity;
The horizontal margin, as a percentage of the container's width, between the container and the widget. See Gravity.apply for how this is used. This field is added with x to supply the xAdj parameter.
/** * The horizontal margin, as a percentage of the container's width, * between the container and the widget. See * {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int, * android.graphics.Rect) Gravity.apply} for how this is used. This * field is added with {@link #x} to supply the <var>xAdj</var> parameter. */
public float horizontalMargin;
The vertical margin, as a percentage of the container's height, between the container and the widget. See Gravity.apply for how this is used. This field is added with y to supply the yAdj parameter.
/** * The vertical margin, as a percentage of the container's height, * between the container and the widget. See * {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int, * android.graphics.Rect) Gravity.apply} for how this is used. This * field is added with {@link #y} to supply the <var>yAdj</var> parameter. */
public float verticalMargin;
Positive insets between the drawing surface and window content.
@hide
/** * Positive insets between the drawing surface and window content. * * @hide */
public final Rect surfaceInsets = new Rect();
Whether the surface insets have been manually set. When set to false, the view root will automatically determine the appropriate surface insets.
See Also:
@hide
/** * Whether the surface insets have been manually set. When set to * {@code false}, the view root will automatically determine the * appropriate surface insets. * * @see #surfaceInsets * @hide */
public boolean hasManualSurfaceInsets;
Whether the previous surface insets should be used vs. what is currently set. When set to true, the view root will ignore surfaces insets in this object and use what it currently has.
See Also:
@hide
/** * Whether the previous surface insets should be used vs. what is currently set. When set * to {@code true}, the view root will ignore surfaces insets in this object and use what * it currently has. * * @see #surfaceInsets * @hide */
public boolean preservePreviousSurfaceInsets = true;
The desired bitmap format. May be one of the constants in PixelFormat. The choice of format might be overridden by setColorMode(int). Default is OPAQUE.
/** * The desired bitmap format. May be one of the constants in * {@link android.graphics.PixelFormat}. The choice of format * might be overridden by {@link #setColorMode(int)}. Default is OPAQUE. */
public int format;
A style resource defining the animations to use for this window. This must be a system resource; it can not be an application resource because the window manager does not have access to applications.
/** * A style resource defining the animations to use for this window. * This must be a system resource; it can not be an application resource * because the window manager does not have access to applications. */
public int windowAnimations;
An alpha value to apply to this entire window. An alpha of 1.0 means fully opaque and 0.0 means fully transparent
/** * An alpha value to apply to this entire window. * An alpha of 1.0 means fully opaque and 0.0 means fully transparent */
public float alpha = 1.0f;
When FLAG_DIM_BEHIND is set, this is the amount of dimming to apply. Range is from 1.0 for completely opaque to 0.0 for no dim.
/** * When {@link #FLAG_DIM_BEHIND} is set, this is the amount of dimming * to apply. Range is from 1.0 for completely opaque to 0.0 for no * dim. */
public float dimAmount = 1.0f;
Default value for screenBrightness and buttonBrightness indicating that the brightness value is not overridden for this window and normal brightness policy should be used.
/** * Default value for {@link #screenBrightness} and {@link #buttonBrightness} * indicating that the brightness value is not overridden for this window * and normal brightness policy should be used. */
public static final float BRIGHTNESS_OVERRIDE_NONE = -1.0f;
Value for screenBrightness and buttonBrightness indicating that the screen or button backlight brightness should be set to the lowest value when this window is in front.
/** * Value for {@link #screenBrightness} and {@link #buttonBrightness} * indicating that the screen or button backlight brightness should be set * to the lowest value when this window is in front. */
public static final float BRIGHTNESS_OVERRIDE_OFF = 0.0f;
Value for screenBrightness and buttonBrightness indicating that the screen or button backlight brightness should be set to the hightest value when this window is in front.
/** * Value for {@link #screenBrightness} and {@link #buttonBrightness} * indicating that the screen or button backlight brightness should be set * to the hightest value when this window is in front. */
public static final float BRIGHTNESS_OVERRIDE_FULL = 1.0f;
This can be used to override the user's preferred brightness of the screen. A value of less than 0, the default, means to use the preferred screen brightness. 0 to 1 adjusts the brightness from dark to full bright.
/** * This can be used to override the user's preferred brightness of * the screen. A value of less than 0, the default, means to use the * preferred screen brightness. 0 to 1 adjusts the brightness from * dark to full bright. */
public float screenBrightness = BRIGHTNESS_OVERRIDE_NONE;
This can be used to override the standard behavior of the button and keyboard backlights. A value of less than 0, the default, means to use the standard backlight behavior. 0 to 1 adjusts the brightness from dark to full bright.
/** * This can be used to override the standard behavior of the button and * keyboard backlights. A value of less than 0, the default, means to * use the standard backlight behavior. 0 to 1 adjusts the brightness * from dark to full bright. */
public float buttonBrightness = BRIGHTNESS_OVERRIDE_NONE;
Unspecified value for rotationAnimation indicating a lack of preference.
@hide
/** * Unspecified value for {@link #rotationAnimation} indicating * a lack of preference. * @hide */
public static final int ROTATION_ANIMATION_UNSPECIFIED = -1;
Value for rotationAnimation which specifies that this window will visually rotate in or out following a rotation.
/** * Value for {@link #rotationAnimation} which specifies that this * window will visually rotate in or out following a rotation. */
public static final int ROTATION_ANIMATION_ROTATE = 0;
Value for rotationAnimation which specifies that this window will fade in or out following a rotation.
/** * Value for {@link #rotationAnimation} which specifies that this * window will fade in or out following a rotation. */
public static final int ROTATION_ANIMATION_CROSSFADE = 1;
Value for rotationAnimation which specifies that this window will immediately disappear or appear following a rotation.
/** * Value for {@link #rotationAnimation} which specifies that this window * will immediately disappear or appear following a rotation. */
public static final int ROTATION_ANIMATION_JUMPCUT = 2;
Value for rotationAnimation to specify seamless rotation mode. This works like JUMPCUT but will fall back to CROSSFADE if rotation can't be applied without pausing the screen. For example, this is ideal for Camera apps which don't want the viewfinder contents to ever rotate or fade (and rather to be seamless) but also don't want ROTATION_ANIMATION_JUMPCUT during app transition scenarios where seamless rotation can't be applied.
/** * Value for {@link #rotationAnimation} to specify seamless rotation mode. * This works like JUMPCUT but will fall back to CROSSFADE if rotation * can't be applied without pausing the screen. For example, this is ideal * for Camera apps which don't want the viewfinder contents to ever rotate * or fade (and rather to be seamless) but also don't want ROTATION_ANIMATION_JUMPCUT * during app transition scenarios where seamless rotation can't be applied. */
public static final int ROTATION_ANIMATION_SEAMLESS = 3;
Define the exit and entry animations used on this window when the device is rotated. This only has an affect if the incoming and outgoing topmost opaque windows have the #FLAG_FULLSCREEN bit set and are not covered by other windows. All other situations default to the ROTATION_ANIMATION_ROTATE behavior.
See Also:
/** * Define the exit and entry animations used on this window when the device is rotated. * This only has an affect if the incoming and outgoing topmost * opaque windows have the #FLAG_FULLSCREEN bit set and are not covered * by other windows. All other situations default to the * {@link #ROTATION_ANIMATION_ROTATE} behavior. * * @see #ROTATION_ANIMATION_ROTATE * @see #ROTATION_ANIMATION_CROSSFADE * @see #ROTATION_ANIMATION_JUMPCUT */
public int rotationAnimation = ROTATION_ANIMATION_ROTATE;
Identifier for this window. This will usually be filled in for you.
/** * Identifier for this window. This will usually be filled in for * you. */
public IBinder token = null;
Name of the package owning this window.
/** * Name of the package owning this window. */
public String packageName = null;
Specific orientation value for a window. May be any of the same values allowed for ActivityInfo.screenOrientation. If not set, a default value of ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED will be used.
/** * Specific orientation value for a window. * May be any of the same values allowed * for {@link android.content.pm.ActivityInfo#screenOrientation}. * If not set, a default value of * {@link android.content.pm.ActivityInfo#SCREEN_ORIENTATION_UNSPECIFIED} * will be used. */
public int screenOrientation = ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED;
The preferred refresh rate for the window. This must be one of the supported refresh rates obtained for the display(s) the window is on. The selected refresh rate will be applied to the display's default mode. This value is ignored if preferredDisplayModeId is set.
See Also:
Deprecated:use preferredDisplayModeId instead
/** * The preferred refresh rate for the window. * * This must be one of the supported refresh rates obtained for the display(s) the window * is on. The selected refresh rate will be applied to the display's default mode. * * This value is ignored if {@link #preferredDisplayModeId} is set. * * @see Display#getSupportedRefreshRates() * @deprecated use {@link #preferredDisplayModeId} instead */
@Deprecated public float preferredRefreshRate;
Id of the preferred display mode for the window.

This must be one of the supported modes obtained for the display(s) the window is on. A value of 0 means no preference.

See Also:
/** * Id of the preferred display mode for the window. * <p> * This must be one of the supported modes obtained for the display(s) the window is on. * A value of {@code 0} means no preference. * * @see Display#getSupportedModes() * @see Display.Mode#getModeId() */
public int preferredDisplayModeId;
Control the visibility of the status bar.
See Also:
/** * Control the visibility of the status bar. * * @see View#STATUS_BAR_VISIBLE * @see View#STATUS_BAR_HIDDEN */
public int systemUiVisibility;
@hide The ui visibility as requested by the views in this hierarchy. the combined value should be systemUiVisibility | subtreeSystemUiVisibility.
/** * @hide * The ui visibility as requested by the views in this hierarchy. * the combined value should be systemUiVisibility | subtreeSystemUiVisibility. */
public int subtreeSystemUiVisibility;
Get callbacks about the system ui visibility changing. TODO: Maybe there should be a bitfield of optional callbacks that we need.
@hide
/** * Get callbacks about the system ui visibility changing. * * TODO: Maybe there should be a bitfield of optional callbacks that we need. * * @hide */
public boolean hasSystemUiListeners;
@hide
/** @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}) @interface LayoutInDisplayCutoutMode {}
Controls how the window is laid out if there is a DisplayCutout.

Defaults to LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT.

See Also:
/** * Controls how the window is laid out if there is a {@link DisplayCutout}. * * <p> * 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 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 DisplayCutout area, only if the DisplayCutout is fully contained within a system bar. Otherwise, the window is laid out such that it does not overlap with the DisplayCutout area.

In practice, this means that if the window did not set FLAG_FULLSCREEN or View.SYSTEM_UI_FLAG_FULLSCREEN, it can extend into the cutout area in portrait if the cutout is at the top edge. Similarly for 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 Also:
/** * 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. * * <p> * 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. * * <p> * 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;
Deprecated:use LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES
@hide
/** * @deprecated use {@link #LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES} * @hide */
@Deprecated public static final int LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS = 1;
The window is always allowed to extend into the DisplayCutout areas on the short edges of the screen. The window will never extend into a DisplayCutout area on the long edges of the screen.

The window must make sure that no important content overlaps with the 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:

See Also:
/** * 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. * * <p> * The window must make sure that no important content overlaps with the * {@link DisplayCutout}. * * <p> * 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:<br/> * <img src="{@docRoot}reference/android/images/display_cutout/short_edge/fullscreen_top_no_letterbox.png" * height="720" * alt="Screenshot of a fullscreen activity on a display with a cutout at the top edge in * portrait, no letterbox is applied."/> * * <img src="{@docRoot}reference/android/images/display_cutout/short_edge/landscape_top_no_letterbox.png" * width="720" * alt="Screenshot of an activity on a display with a cutout at the top edge in landscape, * no letterbox is applied."/> * * <p> * A cutout in the corner is considered to be on the short edge: <br/> * <img src="{@docRoot}reference/android/images/display_cutout/short_edge/fullscreen_corner_no_letterbox.png" * height="720" * alt="Screenshot of a fullscreen activity on a display with a cutout in the corner in * portrait, no letterbox is applied."/> * * <p> * 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: * <br/> * <img src="{@docRoot}reference/android/images/display_cutout/short_edge/portrait_side_letterbox.png" * height="720" * alt="Screenshot of an activity on a display with a cutout on the long edge in portrait, * letterbox is applied."/> * * @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.

This should be used with windows that transiently set View.SYSTEM_UI_FLAG_FULLSCREEN or View.SYSTEM_UI_FLAG_HIDE_NAVIGATION to avoid a relayout of the window when the respective flag is set or cleared.

See Also:
/** * The window is never allowed to overlap with the DisplayCutout area. * * <p> * 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;
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
/** * 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
/** * 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.

@hide
/** * When this window has focus, does not call user activity for all input events so * the application will have to do it itself. Should only be used by * the keyguard and phone app. * <p> * Should only be used by the keyguard and phone app. * </p> * * @hide */
public static final int INPUT_FEATURE_DISABLE_USER_ACTIVITY = 0x00000004;
Control special features of the input subsystem.
See Also:
@hide
/** * Control special features of the input subsystem. * * @see #INPUT_FEATURE_DISABLE_POINTER_GESTURES * @see #INPUT_FEATURE_NO_INPUT_CHANNEL * @see #INPUT_FEATURE_DISABLE_USER_ACTIVITY * @hide */
public int inputFeatures;
Sets the number of milliseconds before the user activity timeout occurs when this window has focus. A value of -1 uses the standard timeout. A value of 0 uses the minimum support display timeout.

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.

@hide
/** * Sets the number of milliseconds before the user activity timeout occurs * when this window has focus. A value of -1 uses the standard timeout. * A value of 0 uses the minimum support display timeout. * <p> * This property can only be used to reduce the user specified display timeout; * it can never make the timeout longer than it normally would be. * </p><p> * Should only be used by the keyguard and phone app. * </p> * * @hide */
public long userActivityTimeout = -1;
For windows with an anchor (e.g. PopupWindow), keeps track of the View that anchors the window.
@hide
/** * For windows with an anchor (e.g. PopupWindow), keeps track of the View that anchors the * window. * * @hide */
public long accessibilityIdOfAnchor = AccessibilityNodeInfo.UNDEFINED_NODE_ID;
The window title isn't kept in sync with what is displayed in the title bar, so we separately track the currently shown title to provide to accessibility.
@hide
/** * The window title isn't kept in sync with what is displayed in the title bar, so we * separately track the currently shown title to provide to accessibility. * * @hide */
@TestApi public CharSequence accessibilityTitle;
Sets a timeout in milliseconds before which the window will be hidden by the window manager. Useful for transient notifications like toasts so we don't have to rely on client cooperation to ensure the window is hidden. Must be specified at window creation time. Note that apps are not prepared to handle their windows being removed without their explicit request and may try to interact with the removed window resulting in undefined behavior and crashes. Therefore, we do hide such windows to prevent them from overlaying other apps.
@hide
/** * Sets a timeout in milliseconds before which the window will be hidden * by the window manager. Useful for transient notifications like toasts * so we don't have to rely on client cooperation to ensure the window * is hidden. Must be specified at window creation time. Note that apps * are not prepared to handle their windows being removed without their * explicit request and may try to interact with the removed window * resulting in undefined behavior and crashes. Therefore, we do hide * such windows to prevent them from overlaying other apps. * * @hide */
public long hideTimeoutMilliseconds = -1;
The color mode requested by this window. The target display may not be able to honor the request. When the color mode is not set to ActivityInfo.COLOR_MODE_DEFAULT, it might override the pixel format specified in format.
@hide
/** * 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; public LayoutParams() { super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT); type = TYPE_APPLICATION; format = PixelFormat.OPAQUE; } public LayoutParams(int _type) { super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT); type = _type; format = PixelFormat.OPAQUE; } public LayoutParams(int _type, int _flags) { super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT); type = _type; flags = _flags; format = PixelFormat.OPAQUE; } public LayoutParams(int _type, int _flags, int _format) { super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT); type = _type; flags = _flags; format = _format; } public LayoutParams(int w, int h, int _type, int _flags, int _format) { super(w, h); type = _type; flags = _flags; format = _format; } public LayoutParams(int w, int h, int xpos, int ypos, int _type, int _flags, int _format) { super(w, h); x = xpos; y = ypos; type = _type; flags = _flags; format = _format; } public final void setTitle(CharSequence title) { if (null == title) title = ""; mTitle = TextUtils.stringOrSpannedString(title); } public final CharSequence getTitle() { return mTitle != null ? mTitle : ""; }
Sets the surface insets based on the elevation (visual z position) of the input view.
@hide
/** * Sets the surface insets based on the elevation (visual z position) of the input view. * @hide */
public final void setSurfaceInsets(View view, boolean manual, boolean preservePrevious) { final int surfaceInset = (int) Math.ceil(view.getZ() * 2); // Partial workaround for b/28318973. Every inset change causes a freeform window // to jump a little for a few frames. If we never allow surface insets to decrease, // they will stabilize quickly (often from the very beginning, as most windows start // as focused). // TODO(b/22668382) to fix this properly. if (surfaceInset == 0) { // OK to have 0 (this is the case for non-freeform windows). surfaceInsets.set(0, 0, 0, 0); } else { surfaceInsets.set( Math.max(surfaceInset, surfaceInsets.left), Math.max(surfaceInset, surfaceInsets.top), Math.max(surfaceInset, surfaceInsets.right), Math.max(surfaceInset, surfaceInsets.bottom)); } hasManualSurfaceInsets = manual; preservePreviousSurfaceInsets = preservePrevious; }

Set the color mode of the window. Setting the color mode might override the window's pixel format.

The color mode must be one of ActivityInfo.COLOR_MODE_DEFAULT, ActivityInfo.COLOR_MODE_WIDE_COLOR_GAMUT or ActivityInfo.COLOR_MODE_HDR.

See Also:
/** * <p>Set the color mode of the window. Setting the color mode might * override the window's pixel {@link WindowManager.LayoutParams#format format}.</p> * * <p>The color mode must be one of {@link ActivityInfo#COLOR_MODE_DEFAULT}, * {@link ActivityInfo#COLOR_MODE_WIDE_COLOR_GAMUT} or * {@link ActivityInfo#COLOR_MODE_HDR}.</p> * * @see #getColorMode() */
public void setColorMode(@ActivityInfo.ColorMode int colorMode) { mColorMode = colorMode; }
See Also:
/** * Returns the color mode of the window, one of {@link ActivityInfo#COLOR_MODE_DEFAULT}, * {@link ActivityInfo#COLOR_MODE_WIDE_COLOR_GAMUT} or {@link ActivityInfo#COLOR_MODE_HDR}. * * @see #setColorMode(int) */
@ActivityInfo.ColorMode public int getColorMode() { return mColorMode; }
@hide
/** @hide */
@SystemApi public final void setUserActivityTimeout(long timeout) { userActivityTimeout = timeout; }
@hide
/** @hide */
@SystemApi public final long getUserActivityTimeout() { return userActivityTimeout; } public int describeContents() { return 0; } public void writeToParcel(Parcel out, int parcelableFlags) { out.writeInt(width); out.writeInt(height); out.writeInt(x); out.writeInt(y); out.writeInt(type); out.writeInt(flags); out.writeInt(privateFlags); out.writeInt(softInputMode); out.writeInt(layoutInDisplayCutoutMode); out.writeInt(gravity); out.writeFloat(horizontalMargin); out.writeFloat(verticalMargin); out.writeInt(format); out.writeInt(windowAnimations); out.writeFloat(alpha); out.writeFloat(dimAmount); out.writeFloat(screenBrightness); out.writeFloat(buttonBrightness); out.writeInt(rotationAnimation); out.writeStrongBinder(token); out.writeString(packageName); TextUtils.writeToParcel(mTitle, out, parcelableFlags); out.writeInt(screenOrientation); out.writeFloat(preferredRefreshRate); out.writeInt(preferredDisplayModeId); out.writeInt(systemUiVisibility); out.writeInt(subtreeSystemUiVisibility); out.writeInt(hasSystemUiListeners ? 1 : 0); out.writeInt(inputFeatures); out.writeLong(userActivityTimeout); out.writeInt(surfaceInsets.left); out.writeInt(surfaceInsets.top); out.writeInt(surfaceInsets.right); out.writeInt(surfaceInsets.bottom); out.writeInt(hasManualSurfaceInsets ? 1 : 0); out.writeInt(preservePreviousSurfaceInsets ? 1 : 0); out.writeInt(needsMenuKey); out.writeLong(accessibilityIdOfAnchor); TextUtils.writeToParcel(accessibilityTitle, out, parcelableFlags); out.writeInt(mColorMode); out.writeLong(hideTimeoutMilliseconds); } public static final Parcelable.Creator<LayoutParams> CREATOR = new Parcelable.Creator<LayoutParams>() { public LayoutParams createFromParcel(Parcel in) { return new LayoutParams(in); } public LayoutParams[] newArray(int size) { return new LayoutParams[size]; } }; public LayoutParams(Parcel in) { width = in.readInt(); height = in.readInt(); x = in.readInt(); y = in.readInt(); type = in.readInt(); flags = in.readInt(); privateFlags = in.readInt(); softInputMode = in.readInt(); layoutInDisplayCutoutMode = in.readInt(); gravity = in.readInt(); horizontalMargin = in.readFloat(); verticalMargin = in.readFloat(); format = in.readInt(); windowAnimations = in.readInt(); alpha = in.readFloat(); dimAmount = in.readFloat(); screenBrightness = in.readFloat(); buttonBrightness = in.readFloat(); rotationAnimation = in.readInt(); token = in.readStrongBinder(); packageName = in.readString(); mTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in); screenOrientation = in.readInt(); preferredRefreshRate = in.readFloat(); preferredDisplayModeId = in.readInt(); systemUiVisibility = in.readInt(); subtreeSystemUiVisibility = in.readInt(); hasSystemUiListeners = in.readInt() != 0; inputFeatures = in.readInt(); userActivityTimeout = in.readLong(); surfaceInsets.left = in.readInt(); surfaceInsets.top = in.readInt(); surfaceInsets.right = in.readInt(); surfaceInsets.bottom = in.readInt(); hasManualSurfaceInsets = in.readInt() != 0; preservePreviousSurfaceInsets = in.readInt() != 0; needsMenuKey = in.readInt(); accessibilityIdOfAnchor = in.readLong(); accessibilityTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in); mColorMode = in.readInt(); hideTimeoutMilliseconds = in.readLong(); } @SuppressWarnings({"PointlessBitwiseExpression"}) public static final int LAYOUT_CHANGED = 1<<0; public static final int TYPE_CHANGED = 1<<1; public static final int FLAGS_CHANGED = 1<<2; public static final int FORMAT_CHANGED = 1<<3; public static final int ANIMATION_CHANGED = 1<<4; public static final int DIM_AMOUNT_CHANGED = 1<<5; public static final int TITLE_CHANGED = 1<<6; public static final int ALPHA_CHANGED = 1<<7; public static final int MEMORY_TYPE_CHANGED = 1<<8; public static final int SOFT_INPUT_MODE_CHANGED = 1<<9; public static final int SCREEN_ORIENTATION_CHANGED = 1<<10; public static final int SCREEN_BRIGHTNESS_CHANGED = 1<<11; public static final int ROTATION_ANIMATION_CHANGED = 1<<12;
{@hide}
/** {@hide} */
public static final int BUTTON_BRIGHTNESS_CHANGED = 1<<13;
{@hide}
/** {@hide} */
public static final int SYSTEM_UI_VISIBILITY_CHANGED = 1<<14;
{@hide}
/** {@hide} */
public static final int SYSTEM_UI_LISTENER_CHANGED = 1<<15;
{@hide}
/** {@hide} */
public static final int INPUT_FEATURES_CHANGED = 1<<16;
{@hide}
/** {@hide} */
public static final int PRIVATE_FLAGS_CHANGED = 1<<17;
{@hide}
/** {@hide} */
public static final int USER_ACTIVITY_TIMEOUT_CHANGED = 1<<18;
{@hide}
/** {@hide} */
public static final int TRANSLUCENT_FLAGS_CHANGED = 1<<19;
{@hide}
/** {@hide} */
public static final int SURFACE_INSETS_CHANGED = 1<<20;
{@hide}
/** {@hide} */
public static final int PREFERRED_REFRESH_RATE_CHANGED = 1 << 21;
{@hide}
/** {@hide} */
public static final int NEEDS_MENU_KEY_CHANGED = 1 << 22;
{@hide}
/** {@hide} */
public static final int PREFERRED_DISPLAY_MODE_ID = 1 << 23;
{@hide}
/** {@hide} */
public static final int ACCESSIBILITY_ANCHOR_CHANGED = 1 << 24;
{@hide}
/** {@hide} */
@TestApi public static final int ACCESSIBILITY_TITLE_CHANGED = 1 << 25;
{@hide}
/** {@hide} */
public static final int COLOR_MODE_CHANGED = 1 << 26;
{@hide}
/** {@hide} */
public static final int EVERYTHING_CHANGED = 0xffffffff; // internal buffer to backup/restore parameters under compatibility mode. private int[] mCompatibilityParamsBackup = null; public final int copyFrom(LayoutParams o) { int changes = 0; if (width != o.width) { width = o.width; changes |= LAYOUT_CHANGED; } if (height != o.height) { height = o.height; changes |= LAYOUT_CHANGED; } if (x != o.x) { x = o.x; changes |= LAYOUT_CHANGED; } if (y != o.y) { y = o.y; changes |= LAYOUT_CHANGED; } if (horizontalWeight != o.horizontalWeight) { horizontalWeight = o.horizontalWeight; changes |= LAYOUT_CHANGED; } if (verticalWeight != o.verticalWeight) { verticalWeight = o.verticalWeight; changes |= LAYOUT_CHANGED; } if (horizontalMargin != o.horizontalMargin) { horizontalMargin = o.horizontalMargin; changes |= LAYOUT_CHANGED; } if (verticalMargin != o.verticalMargin) { verticalMargin = o.verticalMargin; changes |= LAYOUT_CHANGED; } if (type != o.type) { type = o.type; changes |= TYPE_CHANGED; } if (flags != o.flags) { final int diff = flags ^ o.flags; if ((diff & (FLAG_TRANSLUCENT_STATUS | FLAG_TRANSLUCENT_NAVIGATION)) != 0) { changes |= TRANSLUCENT_FLAGS_CHANGED; } flags = o.flags; changes |= FLAGS_CHANGED; } if (privateFlags != o.privateFlags) { privateFlags = o.privateFlags; changes |= PRIVATE_FLAGS_CHANGED; } if (softInputMode != o.softInputMode) { softInputMode = o.softInputMode; changes |= SOFT_INPUT_MODE_CHANGED; } if (layoutInDisplayCutoutMode != o.layoutInDisplayCutoutMode) { layoutInDisplayCutoutMode = o.layoutInDisplayCutoutMode; changes |= LAYOUT_CHANGED; } if (gravity != o.gravity) { gravity = o.gravity; changes |= LAYOUT_CHANGED; } if (format != o.format) { format = o.format; changes |= FORMAT_CHANGED; } if (windowAnimations != o.windowAnimations) { windowAnimations = o.windowAnimations; changes |= ANIMATION_CHANGED; } if (token == null) { // NOTE: token only copied if the recipient doesn't // already have one. token = o.token; } if (packageName == null) { // NOTE: packageName only copied if the recipient doesn't // already have one. packageName = o.packageName; } if (!Objects.equals(mTitle, o.mTitle) && o.mTitle != null) { // NOTE: mTitle only copied if the originator set one. mTitle = o.mTitle; changes |= TITLE_CHANGED; } if (alpha != o.alpha) { alpha = o.alpha; changes |= ALPHA_CHANGED; } if (dimAmount != o.dimAmount) { dimAmount = o.dimAmount; changes |= DIM_AMOUNT_CHANGED; } if (screenBrightness != o.screenBrightness) { screenBrightness = o.screenBrightness; changes |= SCREEN_BRIGHTNESS_CHANGED; } if (buttonBrightness != o.buttonBrightness) { buttonBrightness = o.buttonBrightness; changes |= BUTTON_BRIGHTNESS_CHANGED; } if (rotationAnimation != o.rotationAnimation) { rotationAnimation = o.rotationAnimation; changes |= ROTATION_ANIMATION_CHANGED; } if (screenOrientation != o.screenOrientation) { screenOrientation = o.screenOrientation; changes |= SCREEN_ORIENTATION_CHANGED; } if (preferredRefreshRate != o.preferredRefreshRate) { preferredRefreshRate = o.preferredRefreshRate; changes |= PREFERRED_REFRESH_RATE_CHANGED; } if (preferredDisplayModeId != o.preferredDisplayModeId) { preferredDisplayModeId = o.preferredDisplayModeId; changes |= PREFERRED_DISPLAY_MODE_ID; } if (systemUiVisibility != o.systemUiVisibility || subtreeSystemUiVisibility != o.subtreeSystemUiVisibility) { systemUiVisibility = o.systemUiVisibility; subtreeSystemUiVisibility = o.subtreeSystemUiVisibility; changes |= SYSTEM_UI_VISIBILITY_CHANGED; } if (hasSystemUiListeners != o.hasSystemUiListeners) { hasSystemUiListeners = o.hasSystemUiListeners; changes |= SYSTEM_UI_LISTENER_CHANGED; } if (inputFeatures != o.inputFeatures) { inputFeatures = o.inputFeatures; changes |= INPUT_FEATURES_CHANGED; } if (userActivityTimeout != o.userActivityTimeout) { userActivityTimeout = o.userActivityTimeout; changes |= USER_ACTIVITY_TIMEOUT_CHANGED; } if (!surfaceInsets.equals(o.surfaceInsets)) { surfaceInsets.set(o.surfaceInsets); changes |= SURFACE_INSETS_CHANGED; } if (hasManualSurfaceInsets != o.hasManualSurfaceInsets) { hasManualSurfaceInsets = o.hasManualSurfaceInsets; changes |= SURFACE_INSETS_CHANGED; } if (preservePreviousSurfaceInsets != o.preservePreviousSurfaceInsets) { preservePreviousSurfaceInsets = o.preservePreviousSurfaceInsets; changes |= SURFACE_INSETS_CHANGED; } if (needsMenuKey != o.needsMenuKey) { needsMenuKey = o.needsMenuKey; changes |= NEEDS_MENU_KEY_CHANGED; } if (accessibilityIdOfAnchor != o.accessibilityIdOfAnchor) { accessibilityIdOfAnchor = o.accessibilityIdOfAnchor; changes |= ACCESSIBILITY_ANCHOR_CHANGED; } if (!Objects.equals(accessibilityTitle, o.accessibilityTitle) && o.accessibilityTitle != null) { // NOTE: accessibilityTitle only copied if the originator set one. accessibilityTitle = o.accessibilityTitle; changes |= ACCESSIBILITY_TITLE_CHANGED; } if (mColorMode != o.mColorMode) { mColorMode = o.mColorMode; changes |= COLOR_MODE_CHANGED; } // This can't change, it's only set at window creation time. hideTimeoutMilliseconds = o.hideTimeoutMilliseconds; return changes; } @Override public String debug(String output) { output += "Contents of " + this + ":"; Log.d("Debug", output); output = super.debug(""); Log.d("Debug", output); Log.d("Debug", ""); Log.d("Debug", "WindowManager.LayoutParams={title=" + mTitle + "}"); return ""; } @Override public String toString() { return toString(""); }
@hide
/** * @hide */
public void dumpDimensions(StringBuilder sb) { sb.append('('); sb.append(x); sb.append(','); sb.append(y); sb.append(")("); sb.append((width == MATCH_PARENT ? "fill" : (width == WRAP_CONTENT ? "wrap" : String.valueOf(width)))); sb.append('x'); sb.append((height == MATCH_PARENT ? "fill" : (height == WRAP_CONTENT ? "wrap" : String.valueOf(height)))); sb.append(")"); }
@hide
/** * @hide */
public String toString(String prefix) { StringBuilder sb = new StringBuilder(256); sb.append('{'); dumpDimensions(sb); if (horizontalMargin != 0) { sb.append(" hm="); sb.append(horizontalMargin); } if (verticalMargin != 0) { sb.append(" vm="); sb.append(verticalMargin); } if (gravity != 0) { sb.append(" gr="); sb.append(Gravity.toString(gravity)); } if (softInputMode != 0) { sb.append(" sim={"); sb.append(softInputModeToString(softInputMode)); sb.append('}'); } if (layoutInDisplayCutoutMode != 0) { sb.append(" layoutInDisplayCutoutMode="); sb.append(layoutInDisplayCutoutModeToString(layoutInDisplayCutoutMode)); } sb.append(" ty="); sb.append(ViewDebug.intToString(LayoutParams.class, "type", type)); if (format != PixelFormat.OPAQUE) { sb.append(" fmt="); sb.append(PixelFormat.formatToString(format)); } if (windowAnimations != 0) { sb.append(" wanim=0x"); sb.append(Integer.toHexString(windowAnimations)); } if (screenOrientation != ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED) { sb.append(" or="); sb.append(ActivityInfo.screenOrientationToString(screenOrientation)); } if (alpha != 1.0f) { sb.append(" alpha="); sb.append(alpha); } if (screenBrightness != BRIGHTNESS_OVERRIDE_NONE) { sb.append(" sbrt="); sb.append(screenBrightness); } if (buttonBrightness != BRIGHTNESS_OVERRIDE_NONE) { sb.append(" bbrt="); sb.append(buttonBrightness); } if (rotationAnimation != ROTATION_ANIMATION_ROTATE) { sb.append(" rotAnim="); sb.append(rotationAnimationToString(rotationAnimation)); } if (preferredRefreshRate != 0) { sb.append(" preferredRefreshRate="); sb.append(preferredRefreshRate); } if (preferredDisplayModeId != 0) { sb.append(" preferredDisplayMode="); sb.append(preferredDisplayModeId); } if (hasSystemUiListeners) { sb.append(" sysuil="); sb.append(hasSystemUiListeners); } if (inputFeatures != 0) { sb.append(" if=").append(inputFeatureToString(inputFeatures)); } if (userActivityTimeout >= 0) { sb.append(" userActivityTimeout=").append(userActivityTimeout); } if (surfaceInsets.left != 0 || surfaceInsets.top != 0 || surfaceInsets.right != 0 || surfaceInsets.bottom != 0 || hasManualSurfaceInsets || !preservePreviousSurfaceInsets) { sb.append(" surfaceInsets=").append(surfaceInsets); if (hasManualSurfaceInsets) { sb.append(" (manual)"); } if (!preservePreviousSurfaceInsets) { sb.append(" (!preservePreviousSurfaceInsets)"); } } if (needsMenuKey == NEEDS_MENU_SET_TRUE) { sb.append(" needsMenuKey"); } if (mColorMode != COLOR_MODE_DEFAULT) { sb.append(" colorMode=").append(ActivityInfo.colorModeToString(mColorMode)); } sb.append(System.lineSeparator()); sb.append(prefix).append(" fl=").append( ViewDebug.flagsToString(LayoutParams.class, "flags", flags)); if (privateFlags != 0) { sb.append(System.lineSeparator()); sb.append(prefix).append(" pfl=").append(ViewDebug.flagsToString( LayoutParams.class, "privateFlags", privateFlags)); } if (systemUiVisibility != 0) { sb.append(System.lineSeparator()); sb.append(prefix).append(" sysui=").append(ViewDebug.flagsToString( View.class, "mSystemUiVisibility", systemUiVisibility)); } if (subtreeSystemUiVisibility != 0) { sb.append(System.lineSeparator()); sb.append(prefix).append(" vsysui=").append(ViewDebug.flagsToString( View.class, "mSystemUiVisibility", subtreeSystemUiVisibility)); } sb.append('}'); return sb.toString(); }
@hide
/** * @hide */
public void writeToProto(ProtoOutputStream proto, long fieldId) { final long token = proto.start(fieldId); proto.write(TYPE, type); proto.write(X, x); proto.write(Y, y); proto.write(WIDTH, width); proto.write(HEIGHT, height); proto.write(HORIZONTAL_MARGIN, horizontalMargin); proto.write(VERTICAL_MARGIN, verticalMargin); proto.write(GRAVITY, gravity); proto.write(SOFT_INPUT_MODE, softInputMode); proto.write(FORMAT, format); proto.write(WINDOW_ANIMATIONS, windowAnimations); proto.write(ALPHA, alpha); proto.write(SCREEN_BRIGHTNESS, screenBrightness); proto.write(BUTTON_BRIGHTNESS, buttonBrightness); proto.write(ROTATION_ANIMATION, rotationAnimation); proto.write(PREFERRED_REFRESH_RATE, preferredRefreshRate); proto.write(WindowLayoutParamsProto.PREFERRED_DISPLAY_MODE_ID, preferredDisplayModeId); proto.write(HAS_SYSTEM_UI_LISTENERS, hasSystemUiListeners); proto.write(INPUT_FEATURE_FLAGS, inputFeatures); proto.write(USER_ACTIVITY_TIMEOUT, userActivityTimeout); proto.write(NEEDS_MENU_KEY, needsMenuKey); proto.write(COLOR_MODE, mColorMode); proto.write(FLAGS, flags); proto.write(PRIVATE_FLAGS, privateFlags); proto.write(SYSTEM_UI_VISIBILITY_FLAGS, systemUiVisibility); proto.write(SUBTREE_SYSTEM_UI_VISIBILITY_FLAGS, subtreeSystemUiVisibility); proto.end(token); }
Scale the layout params' coordinates and size.
@hide
/** * Scale the layout params' coordinates and size. * @hide */
public void scale(float scale) { x = (int) (x * scale + 0.5f); y = (int) (y * scale + 0.5f); if (width > 0) { width = (int) (width * scale + 0.5f); } if (height > 0) { height = (int) (height * scale + 0.5f); } }
Backup the layout parameters used in compatibility mode.
See Also:
  • restore.restore()
/** * Backup the layout parameters used in compatibility mode. * @see LayoutParams#restore() */
void backup() { int[] backup = mCompatibilityParamsBackup; if (backup == null) { // we backup 4 elements, x, y, width, height backup = mCompatibilityParamsBackup = new int[4]; } backup[0] = x; backup[1] = y; backup[2] = width; backup[3] = height; }
Restore the layout params' coordinates, size and gravity
See Also:
  • backup.backup()
/** * Restore the layout params' coordinates, size and gravity * @see LayoutParams#backup() */
void restore() { int[] backup = mCompatibilityParamsBackup; if (backup != null) { x = backup[0]; y = backup[1]; width = backup[2]; height = backup[3]; } } private CharSequence mTitle = null;
@hide
/** @hide */
@Override protected void encodeProperties(@NonNull ViewHierarchyEncoder encoder) { super.encodeProperties(encoder); encoder.addProperty("x", x); encoder.addProperty("y", y); encoder.addProperty("horizontalWeight", horizontalWeight); encoder.addProperty("verticalWeight", verticalWeight); encoder.addProperty("type", type); encoder.addProperty("flags", flags); }
@hide
Returns:True if the layout parameters will cause the window to cover the full screen; false otherwise.
/** * @hide * @return True if the layout parameters will cause the window to cover the full screen; * false otherwise. */
public boolean isFullscreen() { return x == 0 && y == 0 && width == WindowManager.LayoutParams.MATCH_PARENT && height == WindowManager.LayoutParams.MATCH_PARENT; } private static String layoutInDisplayCutoutModeToString( @LayoutInDisplayCutoutMode int mode) { switch (mode) { case LAYOUT_IN_DISPLAY_CUTOUT_MODE_DEFAULT: return "default"; case LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS: return "always"; case LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER: return "never"; default: return "unknown(" + mode + ")"; } } private static String softInputModeToString(@SoftInputModeFlags int softInputMode) { final StringBuilder result = new StringBuilder(); final int state = softInputMode & SOFT_INPUT_MASK_STATE; if (state != 0) { result.append("state="); switch (state) { case SOFT_INPUT_STATE_UNCHANGED: result.append("unchanged"); break; case SOFT_INPUT_STATE_HIDDEN: result.append("hidden"); break; case SOFT_INPUT_STATE_ALWAYS_HIDDEN: result.append("always_hidden"); break; case SOFT_INPUT_STATE_VISIBLE: result.append("visible"); break; case SOFT_INPUT_STATE_ALWAYS_VISIBLE: result.append("always_visible"); break; default: result.append(state); break; } result.append(' '); } final int adjust = softInputMode & SOFT_INPUT_MASK_ADJUST; if (adjust != 0) { result.append("adjust="); switch (adjust) { case SOFT_INPUT_ADJUST_RESIZE: result.append("resize"); break; case SOFT_INPUT_ADJUST_PAN: result.append("pan"); break; case SOFT_INPUT_ADJUST_NOTHING: result.append("nothing"); break; default: result.append(adjust); break; } result.append(' '); } if ((softInputMode & SOFT_INPUT_IS_FORWARD_NAVIGATION) != 0) { result.append("forwardNavigation").append(' '); } result.deleteCharAt(result.length() - 1); return result.toString(); } private static String rotationAnimationToString(int rotationAnimation) { switch (rotationAnimation) { case ROTATION_ANIMATION_UNSPECIFIED: return "UNSPECIFIED"; case ROTATION_ANIMATION_ROTATE: return "ROTATE"; case ROTATION_ANIMATION_CROSSFADE: return "CROSSFADE"; case ROTATION_ANIMATION_JUMPCUT: return "JUMPCUT"; case ROTATION_ANIMATION_SEAMLESS: return "SEAMLESS"; default: return Integer.toString(rotationAnimation); } } private static String inputFeatureToString(int inputFeature) { switch (inputFeature) { case INPUT_FEATURE_DISABLE_POINTER_GESTURES: return "DISABLE_POINTER_GESTURES"; case INPUT_FEATURE_NO_INPUT_CHANNEL: return "NO_INPUT_CHANNEL"; case INPUT_FEATURE_DISABLE_USER_ACTIVITY: return "DISABLE_USER_ACTIVITY"; default: return Integer.toString(inputFeature); } } } }