/* * 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.Context; import android.content.res.Configuration; import android.graphics.Rect; import android.os.IBinder; import android.os.LocalPowerManager; import android.view.animation.Animation; /** * This interface supplies all UI-specific behavior of the window manager. An * instance of it is created by the window manager when it starts up, and allows * customization of window layering, special window types, key dispatching, and * layout. * * <p>Because this provides deep interaction with the system window manager, * specific methods on this interface can be called from a variety of contexts * with various restrictions on what they can do. These are encoded through * a suffixes at the end of a method encoding the thread the method is called * from and any locks that are held when it is being called; if no suffix * is attached to a method, then it is not called with any locks and may be * called from the main window manager thread or another thread calling into * the window manager. * * <p>The current suffixes are: * * <dl> * <dt> Ti <dd> Called from the input thread. This is the thread that * collects pending input events and dispatches them to the appropriate window. * It may block waiting for events to be processed, so that the input stream is * properly serialized. * <dt> Tq <dd> Called from the low-level input queue thread. This is the * thread that reads events out of the raw input devices and places them * into the global input queue that is read by the <var>Ti</var> thread. * This thread should not block for a long period of time on anything but the * key driver. * <dt> Lw <dd> Called with the main window manager lock held. Because the * window manager is a very low-level system service, there are few other * system services you can call with this lock held. It is explicitly okay to * make calls into the package manager and power manager; it is explicitly not * okay to make calls into the activity manager or most other services. Note that * {@link android.content.Context#checkPermission(String, int, int)} and * variations require calling into the activity manager. * <dt> Li <dd> Called with the input thread lock held. This lock can be * acquired by the window manager while it holds the window lock, so this is * even more restrictive than <var>Lw</var>. * </dl> * * @hide */ public interface WindowManagerPolicy { public final static int FLAG_WAKE = 0x00000001; public final static int FLAG_WAKE_DROPPED = 0x00000002; public final static int FLAG_SHIFT = 0x00000004; public final static int FLAG_CAPS_LOCK = 0x00000008; public final static int FLAG_ALT = 0x00000010; public final static int FLAG_ALT_GR = 0x00000020; public final static int FLAG_MENU = 0x00000040; public final static int FLAG_LAUNCHER = 0x00000080; public final static int FLAG_WOKE_HERE = 0x10000000; public final static int FLAG_BRIGHT_HERE = 0x20000000; public final static boolean WATCH_POINTER = false; // flags for interceptKeyTq /** * Pass this event to the user / app. To be returned from {@link #interceptKeyTq}. */ public final static int ACTION_PASS_TO_USER = 0x00000001; /** * This key event should extend the user activity timeout and turn the lights on. * To be returned from {@link #interceptKeyTq}. Do not return this and * {@link #ACTION_GO_TO_SLEEP} or {@link #ACTION_PASS_TO_USER}. */ public final static int ACTION_POKE_USER_ACTIVITY = 0x00000002; /** * This key event should put the device to sleep (and engage keyguard if necessary) * To be returned from {@link #interceptKeyTq}. Do not return this and * {@link #ACTION_POKE_USER_ACTIVITY} or {@link #ACTION_PASS_TO_USER}. */ public final static int ACTION_GO_TO_SLEEP = 0x00000004; /** * Interface to the Window Manager state associated with a particular * window. You can hold on to an instance of this interface from the call * to prepareAddWindow() until removeWindow(). */ public interface WindowState { /** * Perform standard frame computation. The result can be obtained with * getFrame() if so desired. Must be called with the window manager * lock held. * * @param parentFrame The frame of the parent container this window * is in, used for computing its basic position. * @param displayFrame The frame of the overall display in which this * window can appear, used for constraining the overall dimensions * of the window. * @param contentFrame The frame within the display in which we would * like active content to appear. This will cause windows behind to * be resized to match the given content frame. * @param visibleFrame The frame within the display that the window * is actually visible, used for computing its visible insets to be * given to windows behind. * This can be used as a hint for scrolling (avoiding resizing) * the window to make certain that parts of its content * are visible. */ public void computeFrameLw(Rect parentFrame, Rect displayFrame, Rect contentFrame, Rect visibleFrame); /** * Retrieve the current frame of the window that has been assigned by * the window manager. Must be called with the window manager lock held. * * @return Rect The rectangle holding the window frame. */ public Rect getFrameLw(); /** * Retrieve the current frame of the window that is actually shown. * Must be called with the window manager lock held. * * @return Rect The rectangle holding the shown window frame. */ public Rect getShownFrameLw(); /** * Retrieve the frame of the display that this window was last * laid out in. Must be called with the * window manager lock held. * * @return Rect The rectangle holding the display frame. */ public Rect getDisplayFrameLw(); /** * Retrieve the frame of the content area that this window was last * laid out in. This is the area in which the content of the window * should be placed. It will be smaller than the display frame to * account for screen decorations such as a status bar or soft * keyboard. Must be called with the * window manager lock held. * * @return Rect The rectangle holding the content frame. */ public Rect getContentFrameLw(); /** * Retrieve the frame of the visible area that this window was last * laid out in. This is the area of the screen in which the window * will actually be fully visible. It will be smaller than the * content frame to account for transient UI elements blocking it * such as an input method's candidates UI. Must be called with the * window manager lock held. * * @return Rect The rectangle holding the visible frame. */ public Rect getVisibleFrameLw(); /** * Returns true if this window is waiting to receive its given * internal insets from the client app, and so should not impact the * layout of other windows. */ public boolean getGivenInsetsPendingLw(); /** * Retrieve the insets given by this window's client for the content * area of windows behind it. Must be called with the * window manager lock held. * * @return Rect The left, top, right, and bottom insets, relative * to the window's frame, of the actual contents. */ public Rect getGivenContentInsetsLw(); /** * Retrieve the insets given by this window's client for the visible * area of windows behind it. Must be called with the * window manager lock held. * * @return Rect The left, top, right, and bottom insets, relative * to the window's frame, of the actual visible area. */ public Rect getGivenVisibleInsetsLw(); /** * Retrieve the current LayoutParams of the window. * * @return WindowManager.LayoutParams The window's internal LayoutParams * instance. */ public WindowManager.LayoutParams getAttrs(); /** * Get the layer at which this window's surface will be Z-ordered. */ public int getSurfaceLayer(); /** * Return the token for the application (actually activity) that owns * this window. May return null for system windows. * * @return An IApplicationToken identifying the owning activity. */ public IApplicationToken getAppToken(); /** * Return true if, at any point, the application token associated with * this window has actually displayed any windows. This is most useful * with the "starting up" window to determine if any windows were * displayed when it is closed. * * @return Returns true if one or more windows have been displayed, * else false. */ public boolean hasAppShownWindows(); /** * Return true if the application token has been asked to display an * app starting icon as the application is starting up. * * @return Returns true if setAppStartingIcon() was called for this * window's token. */ public boolean hasAppStartingIcon(); /** * Return the Window that is being displayed as this window's * application token is being started. * * @return Returns the currently displayed starting window, or null if * it was not requested, has not yet been displayed, or has * been removed. */ public WindowState getAppStartingWindow(); /** * Is this window visible? It is not visible if there is no * surface, or we are in the process of running an exit animation * that will remove the surface. */ boolean isVisibleLw(); /** * Is this window currently visible to the user on-screen? It is * displayed either if it is visible or it is currently running an * animation before no longer being visible. Must be called with the * window manager lock held. */ boolean isDisplayedLw(); /** * Returns true if the window is both full screen and opaque. Must be * called with the window manager lock held. * * @param width The width of the screen * @param height The height of the screen * @param shownFrame If true, this is based on the actual shown frame of * the window (taking into account animations); if * false, this is based on the currently requested * frame, which any current animation will be moving * towards. * @param onlyOpaque If true, this will only pass if the window is * also opaque. * @return Returns true if the window is both full screen and opaque */ public boolean fillsScreenLw(int width, int height, boolean shownFrame, boolean onlyOpaque); /** * Returns true if this window has been shown on screen at some time in * the past. Must be called with the window manager lock held. * * @return boolean */ public boolean hasDrawnLw(); /** * Can be called by the policy to force a window to be hidden, * regardless of whether the client or window manager would like * it shown. Must be called with the window manager lock held. * Returns true if {@link #showLw} was last called for the window. */ public boolean hideLw(boolean doAnimation); /** * Can be called to undo the effect of {@link #hideLw}, allowing a * window to be shown as long as the window manager and client would * also like it to be shown. Must be called with the window manager * lock held. * Returns true if {@link #hideLw} was last called for the window. */ public boolean showLw(boolean doAnimation); } /** No transition happening. */ public final int TRANSIT_NONE = 0; /** Window has been added to the screen. */ public final int TRANSIT_ENTER = 1; /** Window has been removed from the screen. */ public final int TRANSIT_EXIT = 2; /** Window has been made visible. */ public final int TRANSIT_SHOW = 3; /** Window has been made invisible. */ public final int TRANSIT_HIDE = 4; /** The "application starting" preview window is no longer needed, and will * animate away to show the real window. */ public final int TRANSIT_PREVIEW_DONE = 5; /** A window in a new activity is being opened on top of an existing one * in the same task. */ public final int TRANSIT_ACTIVITY_OPEN = 6; /** The window in the top-most activity is being closed to reveal the * previous activity in the same task. */ public final 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. */ public final int TRANSIT_TASK_OPEN = 8; /** A window in the top-most activity is being closed to reveal the * previous activity in a different task. */ public final 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. */ public final int TRANSIT_TASK_TO_FRONT = 10; /** A window in an existing task is being put below all other tasks. */ public final int TRANSIT_TASK_TO_BACK = 11; /** Screen turned off because of power button */ public final int OFF_BECAUSE_OF_USER = 1; /** Screen turned off because of timeout */ public final int OFF_BECAUSE_OF_TIMEOUT = 2; /** * Magic constant to {@link IWindowManager#setRotation} to not actually * modify the rotation. */ public final int USE_LAST_ROTATION = -1000; /** * Perform initialization of the policy. * * @param context The system context we are running in. * @param powerManager */ public void init(Context context, IWindowManager windowManager, LocalPowerManager powerManager); /** * Check permissions when adding a window. * * @param attrs The window's LayoutParams. * * @return {@link WindowManagerImpl#ADD_OKAY} if the add can proceed; * else an error code, usually * {@link WindowManagerImpl#ADD_PERMISSION_DENIED}, to abort the add. */ public int checkAddPermission(WindowManager.LayoutParams attrs); /** * Sanitize the layout parameters coming from a client. Allows the policy * to do things like ensure that windows of a specific type can't take * input focus. * * @param attrs The window layout parameters to be modified. These values * are modified in-place. */ public void adjustWindowParamsLw(WindowManager.LayoutParams attrs); /** * After the window manager has computed the current configuration based * on its knowledge of the display and input devices, it gives the policy * a chance to adjust the information contained in it. If you want to * leave it as-is, simply do nothing. * * <p>This method may be called by any thread in the window manager, but * no internal locks in the window manager will be held. * * @param config The Configuration being computed, for you to change as * desired. */ public void adjustConfigurationLw(Configuration config); /** * Assign a window type to a layer. Allows you to control how different * kinds of windows are ordered on-screen. * * @param type The type of window being assigned. * * @return int An arbitrary integer used to order windows, with lower * numbers below higher ones. */ public int windowTypeToLayerLw(int type); /** * Return how to Z-order sub-windows in relation to the window they are * attached to. Return positive to have them ordered in front, negative for * behind. * * @param type The sub-window type code. * * @return int Layer in relation to the attached window, where positive is * above and negative is below. */ public int subWindowTypeToLayerLw(int type); /** * Called when the system would like to show a UI to indicate that an * application is starting. You can use this to add a * APPLICATION_STARTING_TYPE window with the given appToken to the window * manager (using the normal window manager APIs) that will be shown until * the application displays its own window. This is called without the * window manager locked so that you can call back into it. * * @param appToken Token of the application being started. * @param packageName The name of the application package being started. * @param theme Resource defining the application's overall visual theme. * @param nonLocalizedLabel The default title label of the application if * no data is found in the resource. * @param labelRes The resource ID the application would like to use as its name. * @param icon The resource ID the application would like to use as its icon. * * @return Optionally you can return the View that was used to create the * window, for easy removal in removeStartingWindow. * * @see #removeStartingWindow */ public View addStartingWindow(IBinder appToken, String packageName, int theme, CharSequence nonLocalizedLabel, int labelRes, int icon); /** * Called when the first window of an application has been displayed, while * {@link #addStartingWindow} has created a temporary initial window for * that application. You should at this point remove the window from the * window manager. This is called without the window manager locked so * that you can call back into it. * * <p>Note: due to the nature of these functions not being called with the * window manager locked, you must be prepared for this function to be * called multiple times and/or an initial time with a null View window * even if you previously returned one. * * @param appToken Token of the application that has started. * @param window Window View that was returned by createStartingWindow. * * @see #addStartingWindow */ public void removeStartingWindow(IBinder appToken, View window); /** * Prepare for a window being added to the window manager. You can throw an * exception here to prevent the window being added, or do whatever setup * you need to keep track of the window. * * @param win The window being added. * @param attrs The window's LayoutParams. * * @return {@link WindowManagerImpl#ADD_OKAY} if the add can proceed, else an * error code to abort the add. */ public int prepareAddWindowLw(WindowState win, WindowManager.LayoutParams attrs); /** * Called when a window is being removed from a window manager. Must not * throw an exception -- clean up as much as possible. * * @param win The window being removed. */ public void removeWindowLw(WindowState win); /** * Control the animation to run when a window's state changes. Return a * non-0 number to force the animation to a specific resource ID, or 0 * to use the default animation. * * @param win The window that is changing. * @param transit What is happening to the window: {@link #TRANSIT_ENTER}, * {@link #TRANSIT_EXIT}, {@link #TRANSIT_SHOW}, or * {@link #TRANSIT_HIDE}. * * @return Resource ID of the actual animation to use, or 0 for none. */ public int selectAnimationLw(WindowState win, int transit); /** * Called from the key queue thread before a key is dispatched to the * input thread. * * <p>There are some actions that need to be handled here because they * affect the power state of the device, for example, the power keys. * Generally, it's best to keep as little as possible in the queue thread * because it's the most fragile. * * @param event the raw input event as read from the driver * @param screenIsOn true if the screen is already on * @return The bitwise or of the {@link #ACTION_PASS_TO_USER}, * {@link #ACTION_POKE_USER_ACTIVITY} and {@link #ACTION_GO_TO_SLEEP} flags. */ public int interceptKeyTq(RawInputEvent event, boolean screenIsOn); /** * Called from the input thread before a key is dispatched to a window. * * <p>Allows you to define * behavior for keys that can not be overridden by applications or redirect * key events to a different window. This method is called from the * input thread, with no locks held. * * <p>Note that if you change the window a key is dispatched to, the new * target window will receive the key event without having input focus. * * @param win The window that currently has focus. This is where the key * event will normally go. * @param code Key code. * @param metaKeys TODO * @param down Is this a key press (true) or release (false)? * @param repeatCount Number of times a key down has repeated. * @return Returns true if the policy consumed the event and it should * not be further dispatched. */ public boolean interceptKeyTi(WindowState win, int code, int metaKeys, boolean down, int repeatCount); /** * Called when layout of the windows is about to start. * * @param displayWidth The current full width of the screen. * @param displayHeight The current full height of the screen. */ public void beginLayoutLw(int displayWidth, int displayHeight); /** * Called for each window attached to the window manager as layout is * proceeding. The implementation of this function must take care of * setting the window's frame, either here or in finishLayout(). * * @param win The window being positioned. * @param attrs The LayoutParams of the window. * @param attached For sub-windows, the window it is attached to; this * window will already have had layoutWindow() called on it * so you can use its Rect. Otherwise null. */ public void layoutWindowLw(WindowState win, WindowManager.LayoutParams attrs, WindowState attached); /** * Return the insets for the areas covered by system windows. These values * are computed on the most recent layout, so they are not guaranteed to * be correct. * * @param attrs The LayoutParams of the window. * @param contentInset The areas covered by system windows, expressed as positive insets * */ public void getContentInsetHintLw(WindowManager.LayoutParams attrs, Rect contentInset); /** * Called when layout of the windows is finished. After this function has * returned, all windows given to layoutWindow() <em>must</em> have had a * frame assigned. * * @return Return true if layout state may have changed (so that another * layout will be performed). */ public boolean finishLayoutLw(); /** * Called when animation of the windows is about to start. * * @param displayWidth The current full width of the screen. * @param displayHeight The current full height of the screen. */ public void beginAnimationLw(int displayWidth, int displayHeight); /** * Called each time a window is animating. * * @param win The window being positioned. * @param attrs The LayoutParams of the window. */ public void animatingWindowLw(WindowState win, WindowManager.LayoutParams attrs); /** * Called when animation of the windows is finished. If in this function you do * something that may have modified the animation state of another window, * be sure to return true in order to perform another animation frame. * * @return Return true if animation state may have changed (so that another * frame of animation will be run). */ public boolean finishAnimationLw(); /** * Called after the screen turns off. * * @param why {@link #OFF_BECAUSE_OF_USER} or * {@link #OFF_BECAUSE_OF_TIMEOUT}. */ public void screenTurnedOff(int why); /** * Called after the screen turns on. */ public void screenTurnedOn(); /** * Perform any initial processing of a low-level input event before the * window manager handles special keys and generates a high-level event * that is dispatched to the application. * * @param event The input event that has occurred. * * @return Return true if you have consumed the event and do not want * further processing to occur; return false for normal processing. */ public boolean preprocessInputEventTq(RawInputEvent event); /** * Determine whether a given key code is used to cause an app switch * to occur (most often the HOME key, also often ENDCALL). If you return * true, then the system will go into a special key processing state * where it drops any pending events that it cans and adjusts timeouts to * try to get to this key as quickly as possible. * * <p>Note that this function is called from the low-level input queue * thread, with either/or the window or input lock held; be very careful * about what you do here. You absolutely should never acquire a lock * that you would ever hold elsewhere while calling out into the window * manager or view hierarchy. * * @param keycode The key that should be checked for performing an * app switch before delivering to the application. * * @return Return true if this is an app switch key and special processing * should happen; return false for normal processing. */ public boolean isAppSwitchKeyTqTiLwLi(int keycode); /** * Determine whether a given key code is used for movement within a UI, * and does not generally cause actions to be performed (normally the DPAD * movement keys, NOT the DPAD center press key). This is called * when {@link #isAppSwitchKeyTiLi} returns true to remove any pending events * in the key queue that are not needed to switch applications. * * <p>Note that this function is called from the low-level input queue * thread; be very careful about what you do here. * * @param keycode The key that is waiting to be delivered to the * application. * * @return Return true if this is a purely navigation key and can be * dropped without negative consequences; return false to keep it. */ public boolean isMovementKeyTi(int keycode); /** * Given the current state of the world, should this relative movement * wake up the device? * * @param device The device the movement came from. * @param classes The input classes associated with the device. * @param event The input event that occurred. * @return */ public boolean isWakeRelMovementTq(int device, int classes, RawInputEvent event); /** * Given the current state of the world, should this absolute movement * wake up the device? * * @param device The device the movement came from. * @param classes The input classes associated with the device. * @param event The input event that occurred. * @return */ public boolean isWakeAbsMovementTq(int device, int classes, RawInputEvent event); /** * Tell the policy if anyone is requesting that keyguard not come on. * * @param enabled Whether keyguard can be on or not. does not actually * turn it on, unless it was previously disabled with this function. * * @see android.app.KeyguardManager.KeyguardLock#disableKeyguard() * @see android.app.KeyguardManager.KeyguardLock#reenableKeyguard() */ public void enableKeyguard(boolean enabled); /** * Callback used by {@link WindowManagerPolicy#exitKeyguardSecurely} */ interface OnKeyguardExitResult { void onKeyguardExitResult(boolean success); } /** * Tell the policy if anyone is requesting the keyguard to exit securely * (this would be called after the keyguard was disabled) * @param callback Callback to send the result back. * @see android.app.KeyguardManager#exitKeyguardSecurely(android.app.KeyguardManager.OnKeyguardExitResult) */ void exitKeyguardSecurely(OnKeyguardExitResult callback); /** * Return if keyguard is currently showing. */ public boolean keyguardIsShowingTq(); /** * inKeyguardRestrictedKeyInputMode * * if keyguard screen is showing or in restricted key input mode (i.e. in * keyguard password emergency screen). When in such mode, certain keys, * such as the Home key and the right soft keys, don't work. * * @return true if in keyguard restricted input mode. */ public boolean inKeyguardRestrictedKeyInputMode(); /** * Given an orientation constant * ({@link android.content.pm.ActivityInfo#SCREEN_ORIENTATION_LANDSCAPE * ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE} or * {@link android.content.pm.ActivityInfo#SCREEN_ORIENTATION_PORTRAIT * ActivityInfo.SCREEN_ORIENTATION_PORTRAIT}), return a surface * rotation. */ public int rotationForOrientationLw(int orientation, int lastRotation, boolean displayEnabled); /** * Called when the system is mostly done booting to dentermine whether * the system should go into safe mode. */ public boolean detectSafeMode(); /** * Called when the system is mostly done booting. */ public void systemReady(); /** * Called when we have finished booting and can now display the home * screen to the user. This wilWl happen after systemReady(), and at * this point the display is active. */ public void enableScreenAfterBoot(); /** * Returns true if the user's cheek has been pressed against the phone. This is * determined by comparing the event's size attribute with a threshold value. * For example for a motion event like down or up or move, if the size exceeds * the threshold, it is considered as cheek press. * @param ev the motion event generated when the cheek is pressed * against the phone * @return Returns true if the user's cheek has been pressed against the phone * screen resulting in an invalid motion event */ public boolean isCheekPressedAgainstScreen(MotionEvent ev); public void setCurrentOrientationLw(int newOrientation); /** * Call from application to perform haptic feedback on its window. */ public boolean performHapticFeedbackLw(WindowState win, int effectId, boolean always); /** * Called when we have stopped keeping the screen on because a window * requesting this is no longer visible. */ public void screenOnStoppedLw(); }