package android.view; import android.content.pm.ActivityInfo; import android.graphics.PixelFormat; import android.os.IBinder; import android.util.Log; public class WindowManager implements ViewManager { public static class LayoutParams extends ViewGroup.LayoutParams { /** * 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; 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; /** * Window type: window for showing overlays on top of media windows. * These windows are displayed between TYPE_APPLICATION_MEDIA and the * application window. They should be translucent to be useful. This * is a big ugly hack so: * @hide */ public static final int TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4; /** * End of types of sub-windows. */ public static final int LAST_SUB_WINDOW = 1999; /** * Start of system-specific window types. These are not normally * created by applications. */ public static final int FIRST_SYSTEM_WINDOW = 2000; /** * Window type: the status bar. There can be only one status bar * window; it is placed at the top of the screen, and all other * windows are shifted down so they are below it. */ 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_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; /** * Window type: wallpaper window, placed behind any window that wants * to sit on top of the wallpaper. */ public static final int TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13; /** * Window type: panel that slides out from the status bar */ public static final int TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14; /** * Window type: secure system overlay windows, which need to be displayed * on top of everything else. These windows must not take input * focus, or they will interfere with the keyguard. * * This is exactly like {@link #TYPE_SYSTEM_OVERLAY} except that only the * system itself is allowed to create these overlays. Applications cannot * obtain permission to create secure system overlays. * @hide */ public static final int TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15; /** * 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_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. * @deprecated this is ignored, this value is set automatically when needed. */ @Deprecated public static final int MEMORY_TYPE_HARDWARE = 1; /** Memory type: The window's surface is configured to be accessible * by graphics accelerators. * @deprecated this is ignored, this value is set automatically when needed. */ @Deprecated 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; public int flags; /** * Window flag: as long as this window is visible to the user, allow the * lock screen to activate while the screen is on. This can be used * independently, or in combination with {@link #FLAG_KEEP_SCREEN_ON} * and/or {@link #FLAG_SHOW_WHEN_LOCKED} */ public static final int FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001; /** * Window flag: everything behind this window will be dimmed. Use * {@link #dimAmount} to control the amount of dim. */ public static final int FLAG_DIM_BEHIND = 0x00000002; /** Window flag: blur everything behind this window. */ 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: special flag to let windows be shown when the screen is * locked. This will let application windows take precedence over key * guard or any other lock screens. Can be used with * {@link #FLAG_KEEP_SCREEN_ON} to turn screen on and display windows * directly before showing the key guard window. Can be used with * {@link #FLAG_DISMISS_KEYGUARD} to automatically fully dismisss * non-secure keyguards. This flag only applies to the top-most * full-screen window. */ public static final int FLAG_SHOW_WHEN_LOCKED = 0x00080000; /** * Window flag: ask that the system wallpaper be shown behind your * window. The window surface must be translucent to be able to actually * see the wallpaper behind it; this flag just ensures that the * wallpaper surface will be there if this window actually has * translucent regions. */ public static final int FLAG_SHOW_WALLPAPER = 0x00100000; /** * Window flag: when set as a window is being added or made visible, * once the window has been shown then the system will poke the power * manager's user activity (as if the user had woken up the device) to * turn the screen on. */ public static final int FLAG_TURN_SCREEN_ON = 0x00200000; /** * Window flag: when set the window will cause the keyguard to be * dismissed, only if it is not a secure lock keyguard. Because such a * keyguard is not needed for security, it will never re-appear if the * user navigates to another window (in contrast to * {@link #FLAG_SHOW_WHEN_LOCKED}, which will only temporarily hide both * secure and non-secure keyguards but ensure they reappear when the * user moves to another UI that doesn't hide them). If the keyguard is * currently active and is secure (requires an unlock pattern) than the * user will still need to confirm it before seeing this window, unless * {@link #FLAG_SHOW_WHEN_LOCKED} has also been set. */ public static final int FLAG_DISMISS_KEYGUARD = 0x00400000; /** * Window flag: when set the window will accept for touch events outside * of its bounds to be sent to other windows that also support split * touch. When this flag is not set, the first pointer that goes down * determines the window to which all subsequent touches go until all * pointers go up. When this flag is set, each pointer (not necessarily * the first) that goes down determines the window to which all * subsequent touches of that pointer will go until that pointer goes up * thereby enabling touches with multiple pointers to be split across * multiple windows. * * {@hide} */ public static final int FLAG_SPLIT_TOUCH = 0x00800000; /** * Window flag: *sigh* The lock screen wants to continue running its * animation while it is fading. A kind-of hack to allow this. Maybe in * the future we just make this the default behavior. * * {@hide} */ public static final int FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000; /** * Window flag: special flag to limit the size of the window to be * original size ([320x480] x density). Used to create window for * applications running under compatibility mode. * * {@hide} */ public static final int FLAG_COMPATIBLE_WINDOW = 0x20000000; /** * Window flag: a special option intended for system dialogs. When this * flag is set, the window will demand focus unconditionally when it is * created. {@hide} */ public static final int FLAG_SYSTEM_ERROR = 0x40000000; /** * 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; /** * 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 {@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 {@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; /** * 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 = 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. */ public float buttonBrightness = BRIGHTNESS_OVERRIDE_NONE; /** * 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.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 = title; } public final CharSequence getTitle() { return mTitle; } public int describeContents() { return 0; } 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; /** {@hide} */ public static final int BUTTON_BRIGHTNESS_CHANGED = 1 << 12; // 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 (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 (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 (buttonBrightness != o.buttonBrightness) { buttonBrightness = o.buttonBrightness; changes |= BUTTON_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", "Window.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 == MATCH_PARENT ? "fill" : (width == WRAP_CONTENT ? "wrap" : width))); sb.append('x'); sb.append((height == MATCH_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); } if ((flags & FLAG_COMPATIBLE_WINDOW) != 0) { sb.append(" compatible=true"); } sb.append('}'); return sb.toString(); } /** * 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 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 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 = ""; public IBinder token = null; } public void addView(View view, android.view.ViewGroup.LayoutParams params) { } public void updateViewLayout(View view, android.view.ViewGroup.LayoutParams params) { } public void removeView(View view) { } public Display getDefaultDisplay() { return new Display(Display.DEFAULT_DISPLAY); } public void removeViewImmediate(View view) { } }