DO NOT MERGE - Display mode switches.
Knowledge of the various modes of a display is now available to apps, and they can request a specific mode for their windows.
b/18241736
Change-Id: I8eb16ff713e878512faca3ca6662254f08a9be7f
(cherry picked from commit 5c7773d86484aac5737667c604bd8fe8150c2136)
diff --git a/core/java/android/view/WindowManager.java b/core/java/android/view/WindowManager.java
index 2797b6e..7976ca4 100644
--- a/core/java/android/view/WindowManager.java
+++ b/core/java/android/view/WindowManager.java
@@ -101,7 +101,7 @@
* 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);
@@ -115,7 +115,7 @@
*/
@ViewDebug.ExportedProperty
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
@@ -228,12 +228,12 @@
@ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION_STARTING, to = "TYPE_VOICE_INTERACTION_STARTING"),
})
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
@@ -241,14 +241,14 @@
* 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 {@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;
@@ -257,7 +257,7 @@
* In multiuser systems shows on all users' windows.
*/
public static final int TYPE_APPLICATION_STARTING = 3;
-
+
/**
* End of types of application windows.
*/
@@ -330,14 +330,14 @@
* 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.
*/
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).
@@ -346,7 +346,7 @@
* In multiuser systems shows on all users' windows.
*/
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.
@@ -366,7 +366,7 @@
* In multiuser systems shows only on the owning user's window.
*/
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
@@ -374,7 +374,7 @@
* In multiuser systems shows only on the owning user's window.
*/
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
@@ -382,26 +382,26 @@
* In multiuser systems shows on all users' windows.
*/
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.
*/
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.
*/
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.
*/
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
@@ -581,16 +581,16 @@
/** @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
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
+ * 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;
@@ -608,26 +608,26 @@
* 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
+ * 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
@@ -637,21 +637,21 @@
*/
@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. */
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 {@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 (such as the status bar) while
* this window is displayed. This allows the window to use the entire
@@ -673,17 +673,17 @@
* {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Fullscreen}.</p>
*/
public static final int FLAG_FULLSCREEN = 0x00000400;
-
+
/** 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. */
@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.
@@ -692,21 +692,21 @@
* 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. */
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
+ * 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
+ * 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
@@ -715,7 +715,7 @@
* 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
@@ -726,7 +726,7 @@
* 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
@@ -736,7 +736,7 @@
* 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
@@ -766,13 +766,13 @@
* {@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. */
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
@@ -786,7 +786,7 @@
* 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
@@ -798,7 +798,7 @@
* to be split across multiple windows.
*/
public static final int FLAG_SPLIT_TOUCH = 0x00800000;
-
+
/**
* <p>Indicates whether this window should be hardware accelerated.
* Requesting hardware acceleration does not guarantee it will happen.</p>
@@ -940,7 +940,7 @@
/**
* Various behavioral options/flags. Default is none.
- *
+ *
* @see #FLAG_ALLOW_LOCK_WHILE_SCREEN_ON
* @see #FLAG_DIM_BEHIND
* @see #FLAG_NOT_FOCUSABLE
@@ -1041,10 +1041,10 @@
* 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
+ * 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;
@@ -1055,7 +1055,7 @@
* 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;
@@ -1194,63 +1194,63 @@
}
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
@@ -1263,7 +1263,7 @@
* not resize, but will stay fullscreen.
*/
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
@@ -1273,7 +1273,7 @@
* the other depending on the contents of the window.
*/
public static final int SOFT_INPUT_ADJUST_PAN = 0x20;
-
+
/** 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.
@@ -1292,7 +1292,7 @@
/**
* 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},
@@ -1309,7 +1309,7 @@
* {@link android.R.attr#windowSoftInputMode} attribute.</p>
*/
public int softInputMode;
-
+
/**
* Placement of window within the screen as per {@link Gravity}. Both
* {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int,
@@ -1326,7 +1326,7 @@
* @see Gravity
*/
public int gravity;
-
+
/**
* The horizontal margin, as a percentage of the container's width,
* between the container and the widget. See
@@ -1335,7 +1335,7 @@
* 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
@@ -1361,26 +1361,26 @@
* @hide
*/
public boolean hasManualSurfaceInsets;
-
+
/**
* 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
@@ -1408,7 +1408,7 @@
* 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
@@ -1416,7 +1416,7 @@
* 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
@@ -1450,7 +1450,7 @@
* 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
@@ -1462,18 +1462,18 @@
* 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}
+ * 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;
@@ -1482,13 +1482,28 @@
* 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.
+ * 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.
+ * <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 View#STATUS_BAR_VISIBLE
@@ -1505,7 +1520,7 @@
/**
* Get callbacks about the system ui visibility changing.
- *
+ *
* TODO: Maybe there should be a bitfield of optional callbacks that we need.
*
* @hide
@@ -1571,34 +1586,34 @@
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);
@@ -1608,14 +1623,14 @@
flags = _flags;
format = _format;
}
-
+
public final void setTitle(CharSequence title) {
if (null == title)
title = "";
-
+
mTitle = TextUtils.stringOrSpannedString(title);
}
-
+
public final CharSequence getTitle() {
return mTitle;
}
@@ -1660,6 +1675,7 @@
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);
@@ -1683,8 +1699,8 @@
return new LayoutParams[size];
}
};
-
-
+
+
public LayoutParams(Parcel in) {
width = in.readInt();
height = in.readInt();
@@ -1709,6 +1725,7 @@
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;
@@ -1757,6 +1774,8 @@
/** {@hide} */
public static final int NEEDS_MENU_KEY_CHANGED = 1 << 22;
/** {@hide} */
+ public static final int PREFERRED_DISPLAY_MODE_ID = 1 << 23;
+ /** {@hide} */
public static final int EVERYTHING_CHANGED = 0xffffffff;
// internal buffer to backup/restore parameters under compatibility mode.
@@ -1863,7 +1882,7 @@
rotationAnimation = o.rotationAnimation;
changes |= ROTATION_ANIMATION_CHANGED;
}
-
+
if (screenOrientation != o.screenOrientation) {
screenOrientation = o.screenOrientation;
changes |= SCREEN_ORIENTATION_CHANGED;
@@ -1874,6 +1893,11 @@
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;
@@ -1924,7 +1948,7 @@
Log.d("Debug", "WindowManager.LayoutParams={title=" + mTitle + "}");
return "";
}
-
+
@Override
public String toString() {
StringBuilder sb = new StringBuilder(256);
@@ -1996,6 +2020,10 @@
sb.append(" preferredRefreshRate=");
sb.append(preferredRefreshRate);
}
+ if (preferredDisplayModeId != 0) {
+ sb.append(" preferredDisplayMode=");
+ sb.append(preferredDisplayModeId);
+ }
if (systemUiVisibility != 0) {
sb.append(" sysui=0x");
sb.append(Integer.toHexString(systemUiVisibility));