/* * Copyright (C) 2006 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.view; import android.content.pm.ActivityInfo; import android.graphics.PixelFormat; import android.os.IBinder; import android.os.Parcel; import android.os.Parcelable; import android.text.TextUtils; import android.util.Log; /** * The interface that apps use to talk to the window manager. * <p> * Use <code>Context.getSystemService(Context.WINDOW_SERVICE)</code> to get one of these. * * @see android.content.Context#getSystemService * @see android.content.Context#WINDOW_SERVICE */ public interface WindowManager extends ViewManager { /** * Exception that is thrown when trying to add view whose * {@link WindowManager.LayoutParams} {@link WindowManager.LayoutParams#token} * is invalid. */ public static class BadTokenException extends RuntimeException { public BadTokenException() { } public BadTokenException(String name) { super(name); } } /** * Use this method to get the default Display object. * * @return default Display object */ public Display getDefaultDisplay(); /** * Special variation of {@link #removeView} that immediately invokes * the given view hierarchy's {@link View#onDetachedFromWindow() * View.onDetachedFromWindow()} methods before returning. This is not * for normal applications; using it correctly requires great care. * * @param view The view to be removed. */ public void removeViewImmediate(View view); public static class LayoutParams extends ViewGroup.LayoutParams implements Parcelable { /** * X position for this window. With the default gravity it is ignored. * When using {@link Gravity#LEFT} or {@link Gravity#RIGHT} it provides * an offset from the given edge. */ public int x; /** * Y position for this window. With the default gravity it is ignored. * When using {@link Gravity#TOP} or {@link Gravity#BOTTOM} it provides * an offset from the given edge. */ 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. */ 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. */ public float verticalWeight; /** * 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_APPLICATION_PANEL * @see #TYPE_APPLICATION_MEDIA * @see #TYPE_APPLICATION_SUB_PANEL * @see #TYPE_APPLICATION_ATTACHED_DIALOG * @see #TYPE_STATUS_BAR * @see #TYPE_SEARCH_BAR * @see #TYPE_PHONE * @see #TYPE_SYSTEM_ALERT * @see #TYPE_KEYGUARD * @see #TYPE_TOAST * @see #TYPE_SYSTEM_OVERLAY * @see #TYPE_PRIORITY_PHONE * @see #TYPE_STATUS_BAR_PANEL * @see #TYPE_SYSTEM_DIALOG * @see #TYPE_KEYGUARD_DIALOG * @see #TYPE_SYSTEM_ERROR * @see #TYPE_INPUT_METHOD * @see #TYPE_INPUT_METHOD_DIALOG */ public int type; /** * Start of window types that represent normal application windows. */ public static final int FIRST_APPLICATION_WINDOW = 1; /** * Window type: an application window that serves as the "base" window * of the overall application; all other application windows will * appear on top of it. */ public static final int TYPE_BASE_APPLICATION = 1; /** * Window type: a normal application window. The {@link #token} must be * an Activity token identifying who the window belongs to. */ 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. */ public static final int TYPE_APPLICATION_STARTING = 3; /** * End of types of application windows. */ public static final int LAST_APPLICATION_WINDOW = 99; /** * Start of types of sub-windows. The {@link #token} of these windows * must be set to the window they are attached to. These types of * windows are kept next to their attached window in Z-order, and their * coordinate space is relative to their attached window. */ public static final int FIRST_SUB_WINDOW = 1000; /** * Window type: a panel on top of an application window. These windows * appear on top of their attached window. */ public static final int TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW; /** * Window type: window for showing media (e.g. video). These windows * are displayed behind their attached window. */ public static final int TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1; /** * Window type: a sub-panel on top of an application window. These * windows are displayed on top their attached window and any * {@link #TYPE_APPLICATION_PANEL} panels. */ public static final int TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2; /** Window type: like {@link #TYPE_APPLICATION_PANEL}, but layout * of the window happens as that of a top-level window, <em>not</em> * as a child of its container. */ public static final int TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3; /** * End of types of sub-windows. */ public static final int LAST_SUB_WINDOW = 1999; /** * Start of system-specific window types. These are not normally * created by applications. */ public static final int FIRST_SYSTEM_WINDOW = 2000; /** * Window type: the status bar. There can be only one status bar * window; it is placed at the top of the screen, and all other * windows are shifted down so they are below it. */ 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. */ 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. */ 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. */ public static final int TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3; /** * Window type: keyguard window. */ public static final int TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4; /** * Window type: transient notifications. */ 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. */ 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. */ public static final int TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7; /** * Window type: panel that slides out from the status bar */ public static final int TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+8; /** * Window type: panel that slides out from the status bar */ public static final int TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8; /** * Window type: dialogs that the keyguard shows */ public static final int TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9; /** * Window type: internal system error windows, appear on top of * everything they can. */ 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. */ 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. */ public static final int TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12; /** * End of types of system windows. */ public static final int LAST_SYSTEM_WINDOW = 2999; /** * Specifies what type of memory buffers should be used by this window. * Default is normal. * * @see #MEMORY_TYPE_NORMAL * @see #MEMORY_TYPE_HARDWARE * @see #MEMORY_TYPE_GPU * @see #MEMORY_TYPE_PUSH_BUFFERS */ public int memoryType; /** Memory type: The window's surface is allocated in main memory. */ public static final int MEMORY_TYPE_NORMAL = 0; /** Memory type: The window's surface is configured to be accessible * by DMA engines and hardware accelerators. */ public static final int MEMORY_TYPE_HARDWARE = 1; /** Memory type: The window's surface is configured to be accessible * by graphics accelerators. */ public static final int MEMORY_TYPE_GPU = 2; /** Memory type: The window's surface doesn't own its buffers and * therefore cannot be locked. Instead the buffers are pushed to * it through native binder calls. */ public static final int MEMORY_TYPE_PUSH_BUFFERS = 3; /** * Various behavioral options/flags. Default is none. * * @see #FLAG_BLUR_BEHIND * @see #FLAG_DIM_BEHIND * @see #FLAG_NOT_FOCUSABLE * @see #FLAG_NOT_TOUCHABLE * @see #FLAG_NOT_TOUCH_MODAL * @see #FLAG_LAYOUT_IN_SCREEN * @see #FLAG_DITHER * @see #FLAG_KEEP_SCREEN_ON * @see #FLAG_FULLSCREEN * @see #FLAG_FORCE_NOT_FULLSCREEN * @see #FLAG_IGNORE_CHEEK_PRESSES */ public int flags; /** 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. */ public static final int FLAG_BLUR_BEHIND = 0x00000004; /** Window flag: this window won't ever get key input focus, so the * user can not send key or other button events to it. Those will * instead go to whatever focusable window is behind it. This flag * will also enable {@link #FLAG_NOT_TOUCH_MODAL} whether or not that * is explicitly set. * * <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. */ public static final int FLAG_NOT_TOUCHABLE = 0x00000010; /** Window flag: Even when this window is focusable (its * {@link #FLAG_NOT_FOCUSABLE is not set), allow any pointer events * outside of the window to be sent to the windows behind it. Otherwise * it will consume all pointer events itself, regardless of whether they * are inside of the window. */ public static final int FLAG_NOT_TOUCH_MODAL = 0x00000020; /** Window flag: When set, if the device is asleep when the touch * screen is pressed, you will receive this first touch event. Usually * the first touch event is consumed by the system since the user can * not see what they are pressing on. */ public static final int FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040; /** Window flag: as long as this window is visible to the user, keep * the device's screen turned on and bright. */ public static final int FLAG_KEEP_SCREEN_ON = 0x00000080; /** Window flag: place the window within the entire screen, ignoring * decorations around the border (a.k.a. the status bar). The * window must correctly position its contents to take the screen * decoration into account. This flag is normally set for you * by Window as described in {@link Window#setFlags}. */ public static final int FLAG_LAYOUT_IN_SCREEN = 0x00000100; /** Window flag: allow window to extend outside of the screen. */ public static final int FLAG_LAYOUT_NO_LIMITS = 0x00000200; /** Window flag: Hide all screen decorations (e.g. status bar) while * this window is displayed. This allows the window to use the entire * display space for itself -- the status bar will be hidden when * an app window with this flag set is on the top layer. */ public static final int FLAG_FULLSCREEN = 0x00000400; /** Window flag: Override {@link #FLAG_FULLSCREEN and force the * screen decorations (such as status bar) to be shown. */ public static final int FLAG_FORCE_NOT_FULLSCREEN = 0x00000800; /** Window flag: turn on dithering when compositing this window to * the screen. */ public static final int FLAG_DITHER = 0x00001000; /** Window flag: don't allow screen shots while this window is * displayed. */ public static final int FLAG_SECURE = 0x00002000; /** Window flag: a special mode where the layout parameters are used * to perform scaling of the surface when it is composited to the * screen. */ public static final int FLAG_SCALED = 0x00004000; /** Window flag: intended for windows that will often be used when the user is * holding the screen against their face, it will aggressively filter the event * stream to prevent unintended presses in this situation that may not be * desired for a particular window, when such an event stream is detected, the * application will receive a CANCEL motion event to indicate this so applications * can handle this accordingly by taking no action on the event * until the finger is released. */ public static final int FLAG_IGNORE_CHEEK_PRESSES = 0x00008000; /** Window flag: a special option only for use in combination with * {@link #FLAG_LAYOUT_IN_SCREEN}. When requesting layout in the * screen your window may appear on top of or behind screen decorations * such as the status bar. By also including this flag, the window * manager will report the inset rectangle needed to ensure your * content is not covered by screen decorations. This flag is normally * set for you by Window as described in {@link Window#setFlags}.*/ public static final int FLAG_LAYOUT_INSET_DECOR = 0x00010000; /** Window flag: invert the state of {@link #FLAG_NOT_FOCUSABLE} with * respect to how this window interacts with the current method. That * is, if FLAG_NOT_FOCUSABLE is set and this flag is set, then the * window will behave as if it needs to interact with the input method * and thus be placed behind/away from it; if FLAG_NOT_FOCUSABLE is * not set and this flag is set, then the window will behave as if it * doesn't need to interact with the input method and can be placed * to use more space and cover the input method. */ public static final int FLAG_ALT_FOCUSABLE_IM = 0x00020000; /** Window flag: if you have set {@link #FLAG_NOT_TOUCH_MODAL}, you * can set this flag to receive a single special MotionEvent with * the action * {@link MotionEvent#ACTION_OUTSIDE MotionEvent.ACTION_OUTSIDE} for * touches that occur outside of your window. Note that you will not * receive the full down/move/up gesture, only the location of the * first down as an ACTION_OUTSIDE. */ public static final int FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000; /** Window flag: a special option intended for system dialogs. When * this flag is set, the window will demand focus unconditionally when * it is created. * {@hide} */ public static final int FLAG_SYSTEM_ERROR = 0x40000000; /** * Given a particular set of window manager flags, determine whether * such a window may be a target for an input method when it has * focus. In particular, this checks the * {@link #FLAG_NOT_FOCUSABLE} and {@link #FLAG_ALT_FOCUSABLE_IM} * flags and returns true if the combination of the two corresponds * to a window that needs to be behind the input method so that the * user can type into it. * * @param flags The current window manager flags. * * @return Returns true if such a window should be behind/interact * with an input method, false if not. */ public static boolean mayUseInputMethod(int flags) { switch (flags&(FLAG_NOT_FOCUSABLE|FLAG_ALT_FOCUSABLE_IM)) { case 0: case FLAG_NOT_FOCUSABLE|FLAG_ALT_FOCUSABLE_IM: return true; } return false; } /** * Mask for {@link #softInputMode} of the bits that determine the * desired visibility state of the soft input area for this window. */ public static final int SOFT_INPUT_MASK_STATE = 0x0f; /** * Visibility state for {@link #softInputMode}: no state has been specified. */ public static final int SOFT_INPUT_STATE_UNSPECIFIED = 0; /** * Visibility state for {@link #softInputMode}: please don't change the state of * the soft input area. */ public static final int SOFT_INPUT_STATE_UNCHANGED = 1; /** * Visibility state for {@link #softInputMode}: please hide any soft input * area when normally appropriate (when the user is navigating * forward to your window). */ public static final int SOFT_INPUT_STATE_HIDDEN = 2; /** * Visibility state for {@link #softInputMode}: please always hide any * soft input area when this window receives focus. */ public static final int SOFT_INPUT_STATE_ALWAYS_HIDDEN = 3; /** * Visibility state for {@link #softInputMode}: please show the soft * input area when normally appropriate (when the user is navigating * forward to your window). */ public static final int SOFT_INPUT_STATE_VISIBLE = 4; /** * Visibility state for {@link #softInputMode}: please always make the * soft input area visible when this window receives input focus. */ public static final int SOFT_INPUT_STATE_ALWAYS_VISIBLE = 5; /** * Mask for {@link #softInputMode} of the bits that determine the * way that the window should be adjusted to accommodate the soft * input window. */ public static final int SOFT_INPUT_MASK_ADJUST = 0xf0; /** Adjustment option for {@link #softInputMode}: nothing specified. * The system will try to pick one or * the other depending on the contents of the window. */ public static final int SOFT_INPUT_ADJUST_UNSPECIFIED = 0x00; /** Adjustment option for {@link #softInputMode}: set to allow the * window to be resized when an input * method is shown, so that its contents are not covered by the input * method. This can <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. */ public static final int SOFT_INPUT_ADJUST_RESIZE = 0x10; /** Adjustment option for {@link #softInputMode}: set to have a window * pan when an input method is * shown, so it doesn't need to deal with resizing but just panned * by the framework to ensure the current input focus is visible. This * can <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; /** * Bit for {@link #softInputMode}: set when the user has navigated * forward to the window. This is normally set automatically for * you by the system, though you may want to set it in certain cases * when you are displaying a window yourself. This flag will always * be cleared automatically after the window is displayed. */ public static final int SOFT_INPUT_IS_FORWARD_NAVIGATION = 0x100; /** * Desired operating mode for any soft input area. May 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_VISIBLE}, or * {@link #SOFT_INPUT_STATE_VISIBLE}. * <li> One of the adjustment options * {@link #SOFT_INPUT_ADJUST_UNSPECIFIED}, * {@link #SOFT_INPUT_ADJUST_RESIZE}, or * {@link #SOFT_INPUT_ADJUST_PAN}. */ public int softInputMode; /** * Placement of window within the screen as per {@link Gravity} * * @see Gravity */ public int gravity; /** * The horizontal margin, as a percentage of the container's width, * between the container and the widget. */ public float horizontalMargin; /** * The vertical margin, as a percentage of the container's height, * between the container and the widget. */ public float verticalMargin; /** * The desired bitmap format. May be one of the constants in * {@link android.graphics.PixelFormat}. 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. */ 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 */ public float alpha = 1.0f; /** * 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; /** * 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 = -1.0f; /** * Identifier for this window. This will usually be filled in for * you. */ public IBinder token = null; /** * 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 {@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; public LayoutParams() { super(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT); type = TYPE_APPLICATION; format = PixelFormat.OPAQUE; } public LayoutParams(int _type) { super(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT); type = _type; format = PixelFormat.OPAQUE; } public LayoutParams(int _type, int _flags) { super(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT); type = _type; flags = _flags; format = PixelFormat.OPAQUE; } public LayoutParams(int _type, int _flags, int _format) { super(LayoutParams.FILL_PARENT, LayoutParams.FILL_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; } 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(memoryType); out.writeInt(flags); out.writeInt(softInputMode); 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.writeStrongBinder(token); out.writeString(packageName); TextUtils.writeToParcel(mTitle, out, parcelableFlags); out.writeInt(screenOrientation); } 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(); memoryType = in.readInt(); flags = in.readInt(); softInputMode = 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(); token = in.readStrongBinder(); packageName = in.readString(); mTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in); screenOrientation = in.readInt(); } 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 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 (memoryType != o.memoryType) { memoryType = o.memoryType; changes |= MEMORY_TYPE_CHANGED; } if (flags != o.flags) { flags = o.flags; changes |= FLAGS_CHANGED; } if (softInputMode != o.softInputMode) { softInputMode = o.softInputMode; changes |= SOFT_INPUT_MODE_CHANGED; } if (gravity != o.gravity) { gravity = o.gravity; changes |= LAYOUT_CHANGED; } if (horizontalMargin != o.horizontalMargin) { horizontalMargin = o.horizontalMargin; changes |= LAYOUT_CHANGED; } if (verticalMargin != o.verticalMargin) { verticalMargin = o.verticalMargin; 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 (!mTitle.equals(o.mTitle)) { 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 (screenOrientation != o.screenOrientation) { screenOrientation = o.screenOrientation; changes |= SCREEN_ORIENTATION_CHANGED; } 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() { StringBuilder sb = new StringBuilder(256); sb.append("WM.LayoutParams{"); sb.append("("); sb.append(x); sb.append(','); sb.append(y); sb.append(")("); sb.append((width==FILL_PARENT?"fill":(width==WRAP_CONTENT?"wrap":width))); sb.append('x'); sb.append((height==FILL_PARENT?"fill":(height==WRAP_CONTENT?"wrap":height))); sb.append(")"); if (softInputMode != 0) { sb.append(" sim=#"); sb.append(Integer.toHexString(softInputMode)); } if (gravity != 0) { sb.append(" gr=#"); sb.append(Integer.toHexString(gravity)); } sb.append(" ty="); sb.append(type); sb.append(" fl=#"); sb.append(Integer.toHexString(flags)); sb.append(" fmt="); sb.append(format); if (windowAnimations != 0) { sb.append(" wanim=0x"); sb.append(Integer.toHexString(windowAnimations)); } if (screenOrientation != ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED) { sb.append(" or="); sb.append(screenOrientation); } sb.append('}'); return sb.toString(); } private CharSequence mTitle = ""; } }