Android:窗口WindowManager---翻译

WindowManager.LayoutParams的设置参数
使用WindowManager.LayoutParams的x和y设置窗体位置
窗体的大小和位置通过WindowManager.LayoutParams来设置,在通过x和y值来设置窗体位置时,需要注意gravity属性,如果gravity没有设置或者是center之类的,那么设置的x和y值就不会起作用,具体的说明见

X position for this window. With the default gravity it is ignored. When using LEFT or START or RIGHT or END it provides an offset from the given edge.
Y position for this window. With the default gravity it is ignored. When using TOP or BOTTOM it provides an offset from the given edge.

WindowManager类
/*

  • Copyright © 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.Manifest.permission;
    import android.annotation.IntDef;
    import android.annotation.NonNull;
    import android.annotation.RequiresPermission;
    import android.annotation.SystemApi;
    import android.annotation.SystemService;
    import android.annotation.TestApi;
    import android.app.KeyguardManager;
    import android.app.Presentation;
    import android.content.Context;
    import android.content.pm.ActivityInfo;
    import android.graphics.PixelFormat;
    import android.graphics.Rect;
    import android.graphics.Region;
    import android.os.IBinder;
    import android.os.Parcel;
    import android.os.Parcelable;
    import android.text.TextUtils;
    import android.util.Log;
    import java.lang.annotation.Retention;
    import java.lang.annotation.RetentionPolicy;
    import java.util.List;
    import java.util.Objects;
    /
    *
  • The interface that apps use to talk to the window manager.
  • Each window manager instance is bound to a particular {@link Display}.
  • To obtain a {@link WindowManager} for a different display, use
  • {@link Context#createDisplayContext} to obtain a {@link Context} for that
  • display, then use Context.getSystemService(Context.WINDOW_SERVICE)
  • to get the WindowManager.
  • The simplest way to show a window on another display is to create a
  • {@link Presentation}. The presentation will automatically obtain a
  • {@link WindowManager} and {@link Context} for that display.

/
@SystemService(Context.WINDOW_SERVICE)
public interface WindowManager extends ViewManager {
/
* @hide /
int DOCKED_INVALID = -1;
/
* @hide /
int DOCKED_LEFT = 1;
/
* @hide /
int DOCKED_TOP = 2;
/
* @hide /
int DOCKED_RIGHT = 3;
/
* @hide /
int DOCKED_BOTTOM = 4;
/
* @hide /
final static String INPUT_CONSUMER_PIP = “pip_input_consumer”;
/
* @hide /
final static String INPUT_CONSUMER_NAVIGATION = “nav_input_consumer”;
/
* @hide /
final static String INPUT_CONSUMER_WALLPAPER = “wallpaper_input_consumer”;
/
*

  • Exception that is thrown when trying to add view whose
  • {@link LayoutParams} {@link LayoutParams#token}
  • is invalid.
    /
    public static class BadTokenException extends RuntimeException {
    public BadTokenException() {
    }
    public BadTokenException(String name) {
    super(name);
    }
    }
    /
    *
  • Exception that is thrown when calling {@link #addView} to a secondary display that cannot
  • be found. See {@link android.app.Presentation} for more information on secondary displays.
    /
    public static class InvalidDisplayException extends RuntimeException {
    public InvalidDisplayException() {
    }
    public InvalidDisplayException(String name) {
    super(name);
    }
    }
    /
    *
  • Returns the {@link Display} upon which this {@link WindowManager} instance
  • will create new windows.
  • Despite the name of this method, the display that is returned is not
  • necessarily the primary display of the system (see {@link Display#DEFAULT_DISPLAY}).
  • The returned display could instead be a secondary display that this
  • window manager instance is managing. Think of it as the display that
  • this {@link WindowManager} instance uses by default.
  • To create windows on a different display, you need to obtain a
  • {@link WindowManager} for that {@link Display}. (See the {@link WindowManager}
  • class documentation for more information.)
  • @return The display that this window manager is managing.
    /
    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);
    /
    *
  • Used to asynchronously request Keyboard Shortcuts from the focused window.
  • @hide
    /
    public interface KeyboardShortcutsReceiver {
    /
    *
  • Callback used when the focused window keyboard shortcuts are ready to be displayed.
  • @param result The keyboard shortcuts to be displayed.
    /
    void onKeyboardShortcutsReceived(List result);
    }
    /
    *
  • Message for taking fullscreen screenshot
  • @hide
    /
    final int TAKE_SCREENSHOT_FULLSCREEN = 1;
    /
    *
  • Message for taking screenshot of selected region.
  • @hide
    /
    final int TAKE_SCREENSHOT_SELECTED_REGION = 2;
    /
    *
  • @hide
    /
    public static final String PARCEL_KEY_SHORTCUTS_ARRAY = “shortcuts_array”;
    /
    *
  • Request for keyboard shortcuts to be retrieved asynchronously.
  • @param receiver The callback to be triggered when the result is ready.
  • @hide
    /
    public void requestAppKeyboardShortcuts(final KeyboardShortcutsReceiver receiver, int deviceId);
    /
    *
  • Return the touch region for the current IME window, or an empty region if there is none.
  • @return The region of the IME that is accepting touch inputs, or null if there is no IME, no
  • region or there was an error.
  • @hide
    /
    @SystemApi
    @RequiresPermission(android.Manifest.permission.RESTRICTED_VR_ACCESS)
    public Region getCurrentImeTouchRegion();
    public static class LayoutParams extends ViewGroup.LayoutParams implements Parcelable {
    /
    *
  • X position for this window. With the default gravity it is ignored.
  • When using {@link Gravity#LEFT} or {@link Gravity#START} or {@link Gravity#RIGHT} or
  • {@link Gravity#END} it provides an offset from the given edge.
    /
    @ViewDebug.ExportedProperty
    public int x;
    /
    *
  • Y position for this window. With the default gravity it is ignored.
  • When using {@link Gravity#TOP} or {@link Gravity#BOTTOM} it provides
  • an offset from the given edge.
    /
    @ViewDebug.ExportedProperty
    public int y;
    /
    *
  • Indicates how much of the extra space will be allocated horizontally
  • to the view associated with these LayoutParams. Specify 0 if the view
  • should not be stretched. Otherwise the extra pixels will be pro-rated
  • among all views whose weight is greater than 0.
    /
    @ViewDebug.ExportedProperty
    public float horizontalWeight;
    /
    *
  • Indicates how much of the extra space will be allocated vertically
  • to the view associated with these LayoutParams. Specify 0 if the view
  • should not be stretched. Otherwise the extra pixels will be pro-rated
  • among all views whose weight is greater than 0.
    /
    @ViewDebug.ExportedProperty
    public float verticalWeight;
    /
    *
  • The general type of window. There are three main classes of
  • window types:
    • Application windows (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).
    • Sub-windows (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.
    • System windows (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.
    • @see #TYPE_BASE_APPLICATION
    • @see #TYPE_APPLICATION
    • @see #TYPE_APPLICATION_STARTING
    • @see #TYPE_DRAWN_APPLICATION
    • @see #TYPE_APPLICATION_PANEL
    • @see #TYPE_APPLICATION_MEDIA
    • @see #TYPE_APPLICATION_SUB_PANEL
    • @see #TYPE_APPLICATION_ABOVE_SUB_PANEL
    • @see #TYPE_APPLICATION_ATTACHED_DIALOG
    • @see #TYPE_STATUS_BAR
    • @see #TYPE_SEARCH_BAR
    • @see #TYPE_PHONE
    • @see #TYPE_SYSTEM_ALERT
    • @see #TYPE_TOAST
    • @see #TYPE_SYSTEM_OVERLAY
    • @see #TYPE_PRIORITY_PHONE
    • @see #TYPE_STATUS_BAR_PANEL
    • @see #TYPE_SYSTEM_DIALOG
    • @see #TYPE_KEYGUARD_DIALOG
    • @see #TYPE_SYSTEM_ERROR
    • @see #TYPE_INPUT_METHOD
    • @see #TYPE_INPUT_METHOD_DIALOG
      /
      @ViewDebug.ExportedProperty(mapping = {
      @ViewDebug.IntToString(from = TYPE_BASE_APPLICATION,
      to = “TYPE_BASE_APPLICATION”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION,
      to = “TYPE_APPLICATION”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_STARTING,
      to = “TYPE_APPLICATION_STARTING”),
      @ViewDebug.IntToString(from = TYPE_DRAWN_APPLICATION,
      to = “TYPE_DRAWN_APPLICATION”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_PANEL,
      to = “TYPE_APPLICATION_PANEL”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA,
      to = “TYPE_APPLICATION_MEDIA”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_SUB_PANEL,
      to = “TYPE_APPLICATION_SUB_PANEL”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_ABOVE_SUB_PANEL,
      to = “TYPE_APPLICATION_ABOVE_SUB_PANEL”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_ATTACHED_DIALOG,
      to = “TYPE_APPLICATION_ATTACHED_DIALOG”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_MEDIA_OVERLAY,
      to = “TYPE_APPLICATION_MEDIA_OVERLAY”),
      @ViewDebug.IntToString(from = TYPE_STATUS_BAR,
      to = “TYPE_STATUS_BAR”),
      @ViewDebug.IntToString(from = TYPE_SEARCH_BAR,
      to = “TYPE_SEARCH_BAR”),
      @ViewDebug.IntToString(from = TYPE_PHONE,
      to = “TYPE_PHONE”),
      @ViewDebug.IntToString(from = TYPE_SYSTEM_ALERT,
      to = “TYPE_SYSTEM_ALERT”),
      @ViewDebug.IntToString(from = TYPE_TOAST,
      to = “TYPE_TOAST”),
      @ViewDebug.IntToString(from = TYPE_SYSTEM_OVERLAY,
      to = “TYPE_SYSTEM_OVERLAY”),
      @ViewDebug.IntToString(from = TYPE_PRIORITY_PHONE,
      to = “TYPE_PRIORITY_PHONE”),
      @ViewDebug.IntToString(from = TYPE_SYSTEM_DIALOG,
      to = “TYPE_SYSTEM_DIALOG”),
      @ViewDebug.IntToString(from = TYPE_KEYGUARD_DIALOG,
      to = “TYPE_KEYGUARD_DIALOG”),
      @ViewDebug.IntToString(from = TYPE_SYSTEM_ERROR,
      to = “TYPE_SYSTEM_ERROR”),
      @ViewDebug.IntToString(from = TYPE_INPUT_METHOD,
      to = “TYPE_INPUT_METHOD”),
      @ViewDebug.IntToString(from = TYPE_INPUT_METHOD_DIALOG,
      to = “TYPE_INPUT_METHOD_DIALOG”),
      @ViewDebug.IntToString(from = TYPE_WALLPAPER,
      to = “TYPE_WALLPAPER”),
      @ViewDebug.IntToString(from = TYPE_STATUS_BAR_PANEL,
      to = “TYPE_STATUS_BAR_PANEL”),
      @ViewDebug.IntToString(from = TYPE_SECURE_SYSTEM_OVERLAY,
      to = “TYPE_SECURE_SYSTEM_OVERLAY”),
      @ViewDebug.IntToString(from = TYPE_DRAG,
      to = “TYPE_DRAG”),
      @ViewDebug.IntToString(from = TYPE_STATUS_BAR_SUB_PANEL,
      to = “TYPE_STATUS_BAR_SUB_PANEL”),
      @ViewDebug.IntToString(from = TYPE_POINTER,
      to = “TYPE_POINTER”),
      @ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR,
      to = “TYPE_NAVIGATION_BAR”),
      @ViewDebug.IntToString(from = TYPE_VOLUME_OVERLAY,
      to = “TYPE_VOLUME_OVERLAY”),
      @ViewDebug.IntToString(from = TYPE_BOOT_PROGRESS,
      to = “TYPE_BOOT_PROGRESS”),
      @ViewDebug.IntToString(from = TYPE_INPUT_CONSUMER,
      to = “TYPE_INPUT_CONSUMER”),
      @ViewDebug.IntToString(from = TYPE_DREAM,
      to = “TYPE_DREAM”),
      @ViewDebug.IntToString(from = TYPE_NAVIGATION_BAR_PANEL,
      to = “TYPE_NAVIGATION_BAR_PANEL”),
      @ViewDebug.IntToString(from = TYPE_DISPLAY_OVERLAY,
      to = “TYPE_DISPLAY_OVERLAY”),
      @ViewDebug.IntToString(from = TYPE_MAGNIFICATION_OVERLAY,
      to = “TYPE_MAGNIFICATION_OVERLAY”),
      @ViewDebug.IntToString(from = TYPE_PRESENTATION,
      to = “TYPE_PRESENTATION”),
      @ViewDebug.IntToString(from = TYPE_PRIVATE_PRESENTATION,
      to = “TYPE_PRIVATE_PRESENTATION”),
      @ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION,
      to = “TYPE_VOICE_INTERACTION”),
      @ViewDebug.IntToString(from = TYPE_VOICE_INTERACTION_STARTING,
      to = “TYPE_VOICE_INTERACTION_STARTING”),
      @ViewDebug.IntToString(from = TYPE_DOCK_DIVIDER,
      to = “TYPE_DOCK_DIVIDER”),
      @ViewDebug.IntToString(from = TYPE_QS_DIALOG,
      to = “TYPE_QS_DIALOG”),
      @ViewDebug.IntToString(from = TYPE_SCREENSHOT,
      to = “TYPE_SCREENSHOT”),
      @ViewDebug.IntToString(from = TYPE_APPLICATION_OVERLAY,
      to = “TYPE_APPLICATION_OVERLAY”)
      })
      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.
    • 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;
    • this is used by the system to display something until the
    • application can show its own windows.
    • In multiuser systems shows on all users’ windows.
      /
      public static final int TYPE_APPLICATION_STARTING = 3;
      /
      *
    • Window type: a variation on TYPE_APPLICATION that ensures the window
    • manager will wait for this window to be drawn before the app is shown.
    • In multiuser systems shows only on the owning user’s window.
      /
      public static final int TYPE_DRAWN_APPLICATION = 4;
      /
      *
    • 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 (such as video). These windows
    • are displayed behind their attached window.
      /
      public static final int TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW + 1;
      /
      *
    • Window type: a sub-panel on top of an application window. These
    • windows are displayed on top their attached window and any
    • {@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, not
    • 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;
      /
      *
    • Window type: a above sub-panel on top of an application window and it’s
    • sub-panel windows. These windows are displayed on top of their attached window
    • and any {@link #TYPE_APPLICATION_SUB_PANEL} panels.
    • @hide
      /
      public static final int TYPE_APPLICATION_ABOVE_SUB_PANEL = FIRST_SUB_WINDOW + 5;
      /
      *
    • End of types of sub-windows.
      /
      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.
    • 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).
    • These windows are normally placed above all applications, but behind
    • the status bar.
    • In multiuser systems shows on all users’ windows.
    • @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
      /
      @Deprecated
      public static final int TYPE_PHONE = FIRST_SYSTEM_WINDOW+2;
      /
      *
    • Window type: system window, such as low power alert. These windows
    • are always on top of application windows.
    • In multiuser systems shows only on the owning user’s window.
    • @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
      /
      @Deprecated
      public static final int TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3;
      /
      *
    • Window type: keyguard window.
    • In multiuser systems shows on all users’ windows.
    • @removed
      /
      public static final int TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4;
      /
      *
    • Window type: transient notifications.
    • In multiuser systems shows only on the owning user’s window.
    • @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
      /
      @Deprecated
      public static final int TYPE_TOAST = FIRST_SYSTEM_WINDOW+5;
      /
      *
    • Window type: system overlay windows, which need to be displayed
    • on top of everything else. These windows must not take input
    • focus, or they will interfere with the keyguard.
    • In multiuser systems shows only on the owning user’s window.
    • @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
      /
      @Deprecated
      public static final int TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6;
      /
      *
    • Window type: priority phone UI, which needs to be displayed even if
    • the keyguard is active. These windows must not take input
    • focus, or they will interfere with the keyguard.
    • In multiuser systems shows on all users’ windows.
    • @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
      /
      @Deprecated
      public static final int TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7;
      /
      *
    • Window type: panel that slides out from the status bar
    • In multiuser systems shows on all users’ windows.
      /
      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.
    • @deprecated for non-system apps. Use {@link #TYPE_APPLICATION_OVERLAY} instead.
      /
      @Deprecated
      public static final int TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10;
      /
      *
    • Window type: internal input methods windows, which appear above
    • the normal UI. Application windows may be resized or panned to keep
    • the input focus visible while this window is displayed.
    • In multiuser systems shows only on the owning user’s window.
      /
      public static final int TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11;
      /
      *
    • Window type: internal input methods dialog windows, which appear above
    • the current input method window.
    • In multiuser systems shows only on the owning user’s window.
      /
      public static final int TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12;
      /
      *
    • Window type: wallpaper window, placed behind any window that wants
    • to sit on top of the wallpaper.
    • In multiuser systems shows only on the owning user’s window.
      /
      public static final int TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13;
      /
      *
    • Window type: panel that slides out from over the status bar
    • In multiuser systems shows on all users’ windows.
      /
      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.
    • In multiuser systems shows only on the owning user’s window.
    • @hide
      /
      public static final int TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15;
      /
      *
    • Window type: the drag-and-drop pseudowindow. There is only one
    • drag layer (at most), and it is placed on top of all other windows.
    • In multiuser systems shows only on the owning user’s window.
    • @hide
      /
      public static final int TYPE_DRAG = FIRST_SYSTEM_WINDOW+16;
      /
      *
    • Window type: panel that slides out from under the status bar
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_STATUS_BAR_SUB_PANEL = FIRST_SYSTEM_WINDOW+17;
      /
      *
    • Window type: (mouse) pointer
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_POINTER = FIRST_SYSTEM_WINDOW+18;
      /
      *
    • Window type: Navigation bar (when distinct from status bar)
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_NAVIGATION_BAR = FIRST_SYSTEM_WINDOW+19;
      /
      *
    • Window type: The volume level overlay/dialog shown when the user
    • changes the system volume.
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_VOLUME_OVERLAY = FIRST_SYSTEM_WINDOW+20;
      /
      *
    • Window type: The boot progress dialog, goes on top of everything
    • in the world.
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_BOOT_PROGRESS = FIRST_SYSTEM_WINDOW+21;
      /
      *
    • Window type to consume input events when the systemUI bars are hidden.
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_INPUT_CONSUMER = FIRST_SYSTEM_WINDOW+22;
      /
      *
    • Window type: Dreams (screen saver) window, just above keyguard.
    • In multiuser systems shows only on the owning user’s window.
    • @hide
      /
      public static final int TYPE_DREAM = FIRST_SYSTEM_WINDOW+23;
      /
      *
    • Window type: Navigation bar panel (when navigation bar is distinct from status bar)
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_NAVIGATION_BAR_PANEL = FIRST_SYSTEM_WINDOW+24;
      /
      *
    • Window type: Display overlay window. Used to simulate secondary display devices.
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_DISPLAY_OVERLAY = FIRST_SYSTEM_WINDOW+26;
      /
      *
    • Window type: Magnification overlay window. Used to highlight the magnified
    • portion of a display when accessibility magnification is enabled.
    • In multiuser systems shows on all users’ windows.
    • @hide
      /
      public static final int TYPE_MAGNIFICATION_OVERLAY = FIRST_SYSTEM_WINDOW+27;
      /
      *
    • Window type: Window for Presentation on top of private
    • virtual display.
      /
      public static final int TYPE_PRIVATE_PRESENTATION = FIRST_SYSTEM_WINDOW+30;
      /
      *
    • Window type: Windows in the voice interaction layer.
    • @hide
      /
      public static final int TYPE_VOICE_INTERACTION = FIRST_SYSTEM_WINDOW+31;
      /
      *
    • Window type: Windows that are overlaid only by a connected {@link
    • android.accessibilityservice.AccessibilityService} for interception of
    • user interactions without changing the windows an accessibility service
    • can introspect. In particular, an accessibility service can introspect
    • only windows that a sighted user can interact with which is they can touch
    • these windows or can type into these windows. For example, if there
    • is a full screen accessibility overlay that is touchable, the windows
    • below it will be introspectable by an accessibility service even though
    • they are covered by a touchable window.
      /
      public static final int TYPE_ACCESSIBILITY_OVERLAY = FIRST_SYSTEM_WINDOW+32;
      /
      *
    • Window type: Starting window for voice interaction layer.
    • @hide
      /
      public static final int TYPE_VOICE_INTERACTION_STARTING = FIRST_SYSTEM_WINDOW+33;
      /
      *
    • Window for displaying a handle used for resizing docked stacks. This window is owned
    • by the system process.
    • @hide
      /
      public static final int TYPE_DOCK_DIVIDER = FIRST_SYSTEM_WINDOW+34;
      /
      *
    • Window type: like {@link #TYPE_APPLICATION_ATTACHED_DIALOG}, but used
    • by Quick Settings Tiles.
    • @hide
      /
      public static final int TYPE_QS_DIALOG = FIRST_SYSTEM_WINDOW+35;
      /
      *
    • Window type: shares similar characteristics with {@link #TYPE_DREAM}. The layer is
    • reserved for screenshot region selection. These windows must not take input focus.
    • @hide
      /
      public static final int TYPE_SCREENSHOT = FIRST_SYSTEM_WINDOW + 36;
      /
      *
    • Window type: Window for Presentation on an external display.
    • @see android.app.Presentation
    • @hide
      /
      public static final int TYPE_PRESENTATION = FIRST_SYSTEM_WINDOW + 37;
      /
      *
    • Window type: Application overlay windows are displayed above all activity windows
    • (types between {@link #FIRST_APPLICATION_WINDOW} and {@link #LAST_APPLICATION_WINDOW})
    • but below critical system windows like the status bar or IME.
    • The system may change the position, size, or visibility of these windows at anytime
    • to reduce visual clutter to the user and also manage resources.
    • Requires {@link android.Manifest.permission#SYSTEM_ALERT_WINDOW} permission.
    • The system will adjust the importance of processes with this window type to reduce the
    • chance of the low-memory-killer killing them.
    • In multi-user systems shows only on the owning user’s screen.
      /
      public static final int TYPE_APPLICATION_OVERLAY = FIRST_SYSTEM_WINDOW + 38;
      /
      *
    • End of types of system windows.
      /
      public static final int LAST_SYSTEM_WINDOW = 2999;
      /
      *
    • @hide
    • Used internally when there is no suitable type available.
      /
      public static final int INVALID_WINDOW_TYPE = -1;
      /
      *
    • Return true if the window type is an alert window.
    • @param type The window type.
    • @return If the window type is an alert window.
    • @hide
      /
      public static boolean isSystemAlertWindowType(int type) {
      switch (type) {
      case TYPE_PHONE:
      case TYPE_PRIORITY_PHONE:
      case TYPE_SYSTEM_ALERT:
      case TYPE_SYSTEM_ERROR:
      case TYPE_SYSTEM_OVERLAY:
      case TYPE_APPLICATION_OVERLAY:
      return true;
      }
      return false;
      }
      /
      * @deprecated this is ignored, this value is set automatically when needed. /
      @Deprecated
      public static final int MEMORY_TYPE_NORMAL = 0;
      /
      * @deprecated this is ignored, this value is set automatically when needed. /
      @Deprecated
      public static final int MEMORY_TYPE_HARDWARE = 1;
      /
      * @deprecated this is ignored, this value is set automatically when needed. /
      @Deprecated
      public static final int MEMORY_TYPE_GPU = 2;
      /
      * @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
    • {@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.
    • @deprecated Blurring is no longer supported. /
      @Deprecated
      public static final int FLAG_BLUR_BEHIND = 0x00000004;
      /
      * Window flag: this window won’t ever get key input focus, so the
    • user can not send key or other button events to it. Those will
    • instead go to whatever focusable window is behind it. This flag
    • will also enable {@link #FLAG_NOT_TOUCH_MODAL} whether or not that
    • is explicitly set.
    • Setting this flag also implies that the window will not need to

    • interact with
    • a soft input method, so it will be Z-ordered and positioned
    • independently of any active input method (typically this means it
    • gets Z-ordered on top of the input method, so it can use the full
    • screen for its content and cover the input method if needed. You
    • can use {@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.
    • @deprecated This flag has no effect.
      /
      @Deprecated
      public static final int FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040;
      /
      * Window flag: as long as this window is visible to the user, keep
    • the device’s screen turned on and bright. /
      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
    • display space for itself – the status bar will be hidden when
    • an app window with this flag set is on the top layer. A fullscreen window
    • will ignore a value of {@link #SOFT_INPUT_ADJUST_RESIZE} for the window’s
    • {@link #softInputMode} field; the window will stay fullscreen
    • and will not resize.
    • This flag can be controlled in your theme through the

    • {@link android.R.attr#windowFullscreen} attribute; this attribute
    • is automatically set for you in the standard fullscreen themes
    • such as {@link android.R.style#Theme_NoTitleBar_Fullscreen},
    • {@link android.R.style#Theme_Black_NoTitleBar_Fullscreen},
    • {@link android.R.style#Theme_Light_NoTitleBar_Fullscreen},
    • {@link android.R.style#Theme_Holo_NoActionBar_Fullscreen},
    • {@link android.R.style#Theme_Holo_Light_NoActionBar_Fullscreen},
    • {@link android.R.style#Theme_DeviceDefault_NoActionBar_Fullscreen}, and
    • {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Fullscreen}.
      /
      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.
    • See {@link android.view.Display#FLAG_SECURE} for more details about

    • secure surfaces and secure displays.
      /
      public static final int FLAG_SECURE = 0x00002000;
      /
      * Window flag: a special mode where the layout parameters are used
    • to perform scaling of the surface when it is composited to the
    • screen. /
      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.
    • @deprecated Use {@link android.R.attr#showWhenLocked} or
    • {@link android.app.Activity#setShowWhenLocked(boolean)} instead to prevent an
    • unintentional double life-cycle event.
      /
      @Deprecated
      public static final int FLAG_SHOW_WHEN_LOCKED = 0x00080000;
      /
      * Window flag: ask that the system wallpaper be shown behind
    • your window. The window surface must be translucent to be able
    • to actually see the wallpaper behind it; this flag just ensures
    • that the wallpaper surface will be there if this window actually
    • has translucent regions.
    • This flag can be controlled in your theme through the

    • {@link android.R.attr#windowShowWallpaper} attribute; this attribute
    • is automatically set for you in the standard wallpaper themes
    • such as {@link android.R.style#Theme_Wallpaper},
    • {@link android.R.style#Theme_Wallpaper_NoTitleBar},
    • {@link android.R.style#Theme_Wallpaper_NoTitleBar_Fullscreen},
    • {@link android.R.style#Theme_Holo_Wallpaper},
    • {@link android.R.style#Theme_Holo_Wallpaper_NoTitleBar},
    • {@link android.R.style#Theme_DeviceDefault_Wallpaper}, and
    • {@link android.R.style#Theme_DeviceDefault_Wallpaper_NoTitleBar}.
      /
      public static final int FLAG_SHOW_WALLPAPER = 0x00100000;
      /
      * Window flag: when set as a window is being added or made
    • visible, once the window has been shown then the system will
    • poke the power manager’s user activity (as if the user had woken
    • up the device) to turn the screen on.
    • @deprecated Use {@link android.R.attr#turnScreenOn} or
    • {@link android.app.Activity#setTurnScreenOn(boolean)} instead to prevent an
    • unintentional double life-cycle event.
      /
      @Deprecated
      public static final int FLAG_TURN_SCREEN_ON = 0x00200000;
      /
      *
    • Window flag: when set the window will cause the keyguard to be
    • dismissed, only if it is not a secure lock keyguard. Because such a
    • keyguard is not needed for security, it will never re-appear if the
    • user navigates to another window (in contrast to
    • {@link #FLAG_SHOW_WHEN_LOCKED}, which will only temporarily hide both
    • secure and non-secure keyguards but ensure they reappear when the
    • user moves to another UI that doesn’t hide them). If the keyguard is
    • currently active and is secure (requires an unlock credential) than
    • the user will still need to confirm it before seeing this window,
    • unless {@link #FLAG_SHOW_WHEN_LOCKED} has also been set.
    • @deprecated Use {@link #FLAG_SHOW_WHEN_LOCKED} or
    • {@link KeyguardManager#requestDismissKeyguard} instead.
    • Since keyguard was dismissed all the time as long as an
    • activity with this flag on its window was focused,
    • keyguard couldn’t guard against unintentional touches on
    • the screen, which isn’t desired.
      /
      @Deprecated
      public static final int FLAG_DISMISS_KEYGUARD = 0x00400000;
      /
      * Window flag: when set the window will accept for touch events
    • outside of its bounds to be sent to other windows that also
    • support split touch. When this flag is not set, the first pointer
    • that goes down determines the window to which all subsequent touches
    • go until all pointers go up. When this flag is set, each pointer
    • (not necessarily the first) that goes down determines the window
    • to which all subsequent touches of that pointer will go until that
    • pointer goes up thereby enabling touches with multiple pointers
    • to be split across multiple windows.
      /
      public static final int FLAG_SPLIT_TOUCH = 0x00800000;
      /
      *
    • Indicates whether this window should be hardware accelerated.

    • Requesting hardware acceleration does not guarantee it will happen.
    • This flag can be controlled programmatically only to enable

    • hardware acceleration. To enable hardware acceleration for a given
    • window programmatically, do the following:
    • Window w = activity.getWindow(); // in Activity’s onCreate() for instance
    • w.setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED,
    • WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
    • It is important to remember that this flag must

    • be set before setting the content view of your activity or dialog.
    • This flag cannot be used to disable hardware acceleration after it

    • was enabled in your manifest using
    • {@link android.R.attr#hardwareAccelerated}. If you need to selectively
    • and programmatically disable hardware acceleration (for automated testing
    • for instance), make sure it is turned off in your manifest and enable it
    • on your activity or dialog when you need it instead, using the method
    • described above.
    • This flag is automatically set by the system if the

    • {@link android.R.attr#hardwareAccelerated android:hardwareAccelerated}
    • XML attribute is set to true on an activity or on the application.
      /
      public static final int FLAG_HARDWARE_ACCELERATED = 0x01000000;
      /
      *
    • Window flag: allow window contents to extend in to the screen’s
    • overscan area, if there is one. The window should still correctly
    • position its contents to take the overscan area into account.
    • This flag can be controlled in your theme through the

    • {@link android.R.attr#windowOverscan} attribute; this attribute
    • is automatically set for you in the standard overscan themes
    • such as
    • {@link android.R.style#Theme_Holo_NoActionBar_Overscan},
    • {@link android.R.style#Theme_Holo_Light_NoActionBar_Overscan},
    • {@link android.R.style#Theme_DeviceDefault_NoActionBar_Overscan}, and
    • {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_Overscan}.
    • When this flag is enabled for a window, its normal content may be obscured

    • to some degree by the overscan region of the display. To ensure key parts of
    • that content are visible to the user, you can use
    • {@link View#setFitsSystemWindows(boolean) View.setFitsSystemWindows(boolean)}
    • to set the point in the view hierarchy where the appropriate offsets should
    • be applied. (This can be done either by directly calling this function, using
    • the {@link android.R.attr#fitsSystemWindows} attribute in your view hierarchy,
    • or implementing you own {@link View#fitSystemWindows(android.graphics.Rect)
    • View.fitSystemWindows(Rect)} method).
    • This mechanism for positioning content elements is identical to its equivalent

    • use with layout and {@link View#setSystemUiVisibility(int)
    • View.setSystemUiVisibility(int)}; here is an example layout that will correctly
    • position its UI elements with this overscan flag is set:
    • {@sample development/samples/ApiDemos/res/layout/overscan_activity.xml complete}
      /
      public static final int FLAG_LAYOUT_IN_OVERSCAN = 0x02000000;
      /
      *
    • Window flag: request a translucent status bar with minimal system-provided
    • background protection.
    • This flag can be controlled in your theme through the

    • {@link android.R.attr#windowTranslucentStatus} attribute; this attribute
    • is automatically set for you in the standard translucent decor themes
    • such as
    • {@link android.R.style#Theme_Holo_NoActionBar_TranslucentDecor},
    • {@link android.R.style#Theme_Holo_Light_NoActionBar_TranslucentDecor},
    • {@link android.R.style#Theme_DeviceDefault_NoActionBar_TranslucentDecor}, and
    • {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor}.
    • When this flag is enabled for a window, it automatically sets

    • the system UI visibility flags {@link View#SYSTEM_UI_FLAG_LAYOUT_STABLE} and
    • {@link View#SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN}.
      /
      public static final int FLAG_TRANSLUCENT_STATUS = 0x04000000;
      /
      *
    • Window flag: request a translucent navigation bar with minimal system-provided
    • background protection.
    • This flag can be controlled in your theme through the

    • {@link android.R.attr#windowTranslucentNavigation} attribute; this attribute
    • is automatically set for you in the standard translucent decor themes
    • such as
    • {@link android.R.style#Theme_Holo_NoActionBar_TranslucentDecor},
    • {@link android.R.style#Theme_Holo_Light_NoActionBar_TranslucentDecor},
    • {@link android.R.style#Theme_DeviceDefault_NoActionBar_TranslucentDecor}, and
    • {@link android.R.style#Theme_DeviceDefault_Light_NoActionBar_TranslucentDecor}.
    • When this flag is enabled for a window, it automatically sets

    • the system UI visibility flags {@link View#SYSTEM_UI_FLAG_LAYOUT_STABLE} and
    • {@link View#SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION}.
      /
      public static final int FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
      /
      *
    • Flag for a window in local focus mode.
    • Window in local focus mode can control focus independent of window manager using
    • {@link Window#setLocalFocus(boolean, boolean)}.
    • Usually window in this mode will not get touch/key events from window manager, but will
    • get events only via local injection using {@link Window#injectInputEvent(InputEvent)}.
      /
      public static final int FLAG_LOCAL_FOCUS_MODE = 0x10000000;
      /
      * Window flag: Enable touches to slide out of a window into neighboring
    • windows in mid-gesture instead of being captured for the duration of
    • the gesture.
    • This flag changes the behavior of touch focus for this window only.
    • Touches can slide out of the window but they cannot necessarily slide
    • back in (unless the other window with touch focus permits it).
    • {@hide}
      /
      public static final int FLAG_SLIPPERY = 0x20000000;
      /
      *
    • Window flag: When requesting layout with an attached window, the attached window may
    • overlap with the screen decorations of the parent window such as the navigation bar. By
    • including this flag, the window manager will layout the attached window within the decor
    • frame of the parent window such that it doesn’t overlap with screen decorations.
      /
      public static final int FLAG_LAYOUT_ATTACHED_IN_DECOR = 0x40000000;
      /
      *
    • Flag indicating that this Window is responsible for drawing the background for the
    • system bars. If set, the system bars are drawn with a transparent background and the
    • corresponding areas in this window are filled with the colors specified in
    • {@link Window#getStatusBarColor()} and {@link Window#getNavigationBarColor()}.
      /
      public static final int FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS = 0x80000000;
      /
      *
    • Various behavioral options/flags. Default is none.
    • @see #FLAG_ALLOW_LOCK_WHILE_SCREEN_ON
    • @see #FLAG_DIM_BEHIND
    • @see #FLAG_NOT_FOCUSABLE
    • @see #FLAG_NOT_TOUCHABLE
    • @see #FLAG_NOT_TOUCH_MODAL
    • @see #FLAG_TOUCHABLE_WHEN_WAKING
    • @see #FLAG_KEEP_SCREEN_ON
    • @see #FLAG_LAYOUT_IN_SCREEN
    • @see #FLAG_LAYOUT_NO_LIMITS
    • @see #FLAG_FULLSCREEN
    • @see #FLAG_FORCE_NOT_FULLSCREEN
    • @see #FLAG_SECURE
    • @see #FLAG_SCALED
    • @see #FLAG_IGNORE_CHEEK_PRESSES
    • @see #FLAG_LAYOUT_INSET_DECOR
    • @see #FLAG_ALT_FOCUSABLE_IM
    • @see #FLAG_WATCH_OUTSIDE_TOUCH
    • @see #FLAG_SHOW_WHEN_LOCKED
    • @see #FLAG_SHOW_WALLPAPER
    • @see #FLAG_TURN_SCREEN_ON
    • @see #FLAG_DISMISS_KEYGUARD
    • @see #FLAG_SPLIT_TOUCH
    • @see #FLAG_HARDWARE_ACCELERATED
    • @see #FLAG_LOCAL_FOCUS_MODE
    • @see #FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS
      /
      @ViewDebug.ExportedProperty(flagMapping = {
      @ViewDebug.FlagToString(mask = FLAG_ALLOW_LOCK_WHILE_SCREEN_ON, equals = FLAG_ALLOW_LOCK_WHILE_SCREEN_ON,
      name = “FLAG_ALLOW_LOCK_WHILE_SCREEN_ON”),
      @ViewDebug.FlagToString(mask = FLAG_DIM_BEHIND, equals = FLAG_DIM_BEHIND,
      name = “FLAG_DIM_BEHIND”),
      @ViewDebug.FlagToString(mask = FLAG_BLUR_BEHIND, equals = FLAG_BLUR_BEHIND,
      name = “FLAG_BLUR_BEHIND”),
      @ViewDebug.FlagToString(mask = FLAG_NOT_FOCUSABLE, equals = FLAG_NOT_FOCUSABLE,
      name = “FLAG_NOT_FOCUSABLE”),
      @ViewDebug.FlagToString(mask = FLAG_NOT_TOUCHABLE, equals = FLAG_NOT_TOUCHABLE,
      name = “FLAG_NOT_TOUCHABLE”),
      @ViewDebug.FlagToString(mask = FLAG_NOT_TOUCH_MODAL, equals = FLAG_NOT_TOUCH_MODAL,
      name = “FLAG_NOT_TOUCH_MODAL”),
      @ViewDebug.FlagToString(mask = FLAG_TOUCHABLE_WHEN_WAKING, equals = FLAG_TOUCHABLE_WHEN_WAKING,
      name = “FLAG_TOUCHABLE_WHEN_WAKING”),
      @ViewDebug.FlagToString(mask = FLAG_KEEP_SCREEN_ON, equals = FLAG_KEEP_SCREEN_ON,
      name = “FLAG_KEEP_SCREEN_ON”),
      @ViewDebug.FlagToString(mask = FLAG_LAYOUT_IN_SCREEN, equals = FLAG_LAYOUT_IN_SCREEN,
      name = “FLAG_LAYOUT_IN_SCREEN”),
      @ViewDebug.FlagToString(mask = FLAG_LAYOUT_NO_LIMITS, equals = FLAG_LAYOUT_NO_LIMITS,
      name = “FLAG_LAYOUT_NO_LIMITS”),
      @ViewDebug.FlagToString(mask = FLAG_FULLSCREEN, equals = FLAG_FULLSCREEN,
      name = “FLAG_FULLSCREEN”),
      @ViewDebug.FlagToString(mask = FLAG_FORCE_NOT_FULLSCREEN, equals = FLAG_FORCE_NOT_FULLSCREEN,
      name = “FLAG_FORCE_NOT_FULLSCREEN”),
      @ViewDebug.FlagToString(mask = FLAG_DITHER, equals = FLAG_DITHER,
      name = “FLAG_DITHER”),
      @ViewDebug.FlagToString(mask = FLAG_SECURE, equals = FLAG_SECURE,
      name = “FLAG_SECURE”),
      @ViewDebug.FlagToString(mask = FLAG_SCALED, equals = FLAG_SCALED,
      name = “FLAG_SCALED”),
      @ViewDebug.FlagToString(mask = FLAG_IGNORE_CHEEK_PRESSES, equals = FLAG_IGNORE_CHEEK_PRESSES,
      name = “FLAG_IGNORE_CHEEK_PRESSES”),
      @ViewDebug.FlagToString(mask = FLAG_LAYOUT_INSET_DECOR, equals = FLAG_LAYOUT_INSET_DECOR,
      name = “FLAG_LAYOUT_INSET_DECOR”),
      @ViewDebug.FlagToString(mask = FLAG_ALT_FOCUSABLE_IM, equals = FLAG_ALT_FOCUSABLE_IM,
      name = “FLAG_ALT_FOCUSABLE_IM”),
      @ViewDebug.FlagToString(mask = FLAG_WATCH_OUTSIDE_TOUCH, equals = FLAG_WATCH_OUTSIDE_TOUCH,
      name = “FLAG_WATCH_OUTSIDE_TOUCH”),
      @ViewDebug.FlagToString(mask = FLAG_SHOW_WHEN_LOCKED, equals = FLAG_SHOW_WHEN_LOCKED,
      name = “FLAG_SHOW_WHEN_LOCKED”),
      @ViewDebug.FlagToString(mask = FLAG_SHOW_WALLPAPER, equals = FLAG_SHOW_WALLPAPER,
      name = “FLAG_SHOW_WALLPAPER”),
      @ViewDebug.FlagToString(mask = FLAG_TURN_SCREEN_ON, equals = FLAG_TURN_SCREEN_ON,
      name = “FLAG_TURN_SCREEN_ON”),
      @ViewDebug.FlagToString(mask = FLAG_DISMISS_KEYGUARD, equals = FLAG_DISMISS_KEYGUARD,
      name = “FLAG_DISMISS_KEYGUARD”),
      @ViewDebug.FlagToString(mask = FLAG_SPLIT_TOUCH, equals = FLAG_SPLIT_TOUCH,
      name = “FLAG_SPLIT_TOUCH”),
      @ViewDebug.FlagToString(mask = FLAG_HARDWARE_ACCELERATED, equals = FLAG_HARDWARE_ACCELERATED,
      name = “FLAG_HARDWARE_ACCELERATED”),
      @ViewDebug.FlagToString(mask = FLAG_LOCAL_FOCUS_MODE, equals = FLAG_LOCAL_FOCUS_MODE,
      name = “FLAG_LOCAL_FOCUS_MODE”),
      @ViewDebug.FlagToString(mask = FLAG_TRANSLUCENT_STATUS, equals = FLAG_TRANSLUCENT_STATUS,
      name = “FLAG_TRANSLUCENT_STATUS”),
      @ViewDebug.FlagToString(mask = FLAG_TRANSLUCENT_NAVIGATION, equals = FLAG_TRANSLUCENT_NAVIGATION,
      name = “FLAG_TRANSLUCENT_NAVIGATION”),
      @ViewDebug.FlagToString(mask = FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS, equals = FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS,
      name = “FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS”)
      }, formatToHexString = true)
      public int flags;
      /
      *
    • If the window has requested hardware acceleration, but this is not
    • allowed in the process it is in, then still render it as if it is
    • hardware accelerated. This is used for the starting preview windows
    • in the system process, which don’t need to have the overhead of
    • hardware acceleration (they are just a static rendering), but should
    • be rendered as such to match the actual window of the app even if it
    • is hardware accelerated.
    • Even if the window isn’t hardware accelerated, still do its rendering
    • as if it was.
    • Like {@link #FLAG_HARDWARE_ACCELERATED} except for trusted system windows
    • that need hardware acceleration (e.g. LockScreen), where hardware acceleration
    • is generally disabled. This flag must be specified in addition to
    • {@link #FLAG_HARDWARE_ACCELERATED} to enable hardware acceleration for system
    • windows.
    • @hide
      /
      public static final int PRIVATE_FLAG_FAKE_HARDWARE_ACCELERATED = 0x00000001;
      /
      *
    • In the system process, we globally do not use hardware acceleration
    • because there are many threads doing UI there and they conflict.
    • If certain parts of the UI that really do want to use hardware
    • acceleration, this flag can be set to force it. This is basically
    • for the lock screen. Anyone else using it, you are probably wrong.
    • @hide
      /
      public static final int PRIVATE_FLAG_FORCE_HARDWARE_ACCELERATED = 0x00000002;
      /
      *
    • By default, wallpapers are sent new offsets when the wallpaper is scrolled. Wallpapers
    • may elect to skip these notifications if they are not doing anything productive with
    • them (they do not affect the wallpaper scrolling operation) by calling
    • {@link
    • android.service.wallpaper.WallpaperService.Engine#setOffsetNotificationsEnabled(boolean)}.
    • @hide
      /
      public static final int PRIVATE_FLAG_WANTS_OFFSET_NOTIFICATIONS = 0x00000004;
      /
      * In a multiuser system if this flag is set and the owner is a system process then this
    • window will appear on all user screens. This overrides the default behavior of window
    • types that normally only appear on the owning user’s screen. Refer to each window type
    • to determine its default behavior.
    • {@hide} /
      public static final int PRIVATE_FLAG_SHOW_FOR_ALL_USERS = 0x00000010;
      /
      *
    • Never animate position changes of the window.
    • {@hide}
      /
      @TestApi
      public static final int PRIVATE_FLAG_NO_MOVE_ANIMATION = 0x00000040;
      /
      * Window flag: special flag to limit the size of the window to be
    • original size ([320x480] x density). Used to create window for applications
    • running under compatibility mode.
    • {@hide} /
      public static final int PRIVATE_FLAG_COMPATIBLE_WINDOW = 0x00000080;
      /
      * Window flag: a special option intended for system dialogs. When
    • this flag is set, the window will demand focus unconditionally when
    • it is created.
    • {@hide} /
      public static final int PRIVATE_FLAG_SYSTEM_ERROR = 0x00000100;
      /
      * Window flag: maintain the previous translucent decor state when this window
    • becomes top-most.
    • {@hide} /
      public static final int PRIVATE_FLAG_INHERIT_TRANSLUCENT_DECOR = 0x00000200;
      /
      *
    • Flag whether the current window is a keyguard window, meaning that it will hide all other
    • windows behind it except for windows with flag {@link #FLAG_SHOW_WHEN_LOCKED} set.
    • Further, this can only be set by {@link LayoutParams#TYPE_STATUS_BAR}.
    • {@hide}
      /
      public static final int PRIVATE_FLAG_KEYGUARD = 0x00000400;
      /
      *
    • Flag that prevents the wallpaper behind the current window from receiving touch events.
    • {@hide}
      /
      public static final int PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS = 0x00000800;
      /
      *
    • Flag to force the status bar window to be visible all the time. If the bar is hidden when
    • this flag is set it will be shown again and the bar will have a transparent background.
    • This can only be set by {@link LayoutParams#TYPE_STATUS_BAR}.
    • {@hide}
      /
      public static final int PRIVATE_FLAG_FORCE_STATUS_BAR_VISIBLE_TRANSPARENT = 0x00001000;
      /
      *
    • Flag indicating that the x, y, width, and height members should be
    • ignored (and thus their previous value preserved). For example
    • because they are being managed externally through repositionChild.
    • {@hide}
      /
      public static final int PRIVATE_FLAG_PRESERVE_GEOMETRY = 0x00002000;
      /
      *
    • Flag that will make window ignore app visibility and instead depend purely on the decor
    • view visibility for determining window visibility. This is used by recents to keep
    • drawing after it launches an app.
    • @hide
      /
      public static final int PRIVATE_FLAG_FORCE_DECOR_VIEW_VISIBILITY = 0x00004000;
      /
      *
    • Flag to indicate that this window is not expected to be replaced across
    • configuration change triggered activity relaunches. In general the WindowManager
    • expects Windows to be replaced after relaunch, and thus it will preserve their surfaces
    • until the replacement is ready to show in order to prevent visual glitch. However
    • some windows, such as PopupWindows expect to be cleared across configuration change,
    • and thus should hint to the WindowManager that it should not wait for a replacement.
    • @hide
      /
      public static final int PRIVATE_FLAG_WILL_NOT_REPLACE_ON_RELAUNCH = 0x00008000;
      /
      *
    • Flag to indicate that this child window should always be laid-out in the parent
    • frame regardless of the current windowing mode configuration.
    • @hide
      /
      public static final int PRIVATE_FLAG_LAYOUT_CHILD_WINDOW_IN_PARENT_FRAME = 0x00010000;
      /
      *
    • Flag to indicate that this window is always drawing the status bar background, no matter
    • what the other flags are.
    • @hide
      /
      public static final int PRIVATE_FLAG_FORCE_DRAW_STATUS_BAR_BACKGROUND = 0x00020000;
      /
      *
    • Flag to indicate that this window needs Sustained Performance Mode if
    • the device supports it.
    • @hide
      /
      public static final int PRIVATE_FLAG_SUSTAINED_PERFORMANCE_MODE = 0x00040000;
      /
      *
    • Flag to indicate that any window added by an application process that is of type
    • {@link #TYPE_TOAST} or that requires
    • {@link android.app.AppOpsManager#OP_SYSTEM_ALERT_WINDOW} permission should be hidden when
    • this window is visible.
    • @hide
      /
      @RequiresPermission(android.Manifest.permission.HIDE_NON_SYSTEM_OVERLAY_WINDOWS)
      public static final int PRIVATE_FLAG_HIDE_NON_SYSTEM_OVERLAY_WINDOWS = 0x00080000;
      /
      *
    • Indicates that this window is the rounded corners overlay present on some
    • devices this means that it will be excluded from: screenshots,
    • screen magnification, and mirroring.
    • @hide
      /
      public static final int PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY = 0x00100000;
      /
      *
    • If this flag is set on the window, window manager will acquire a sleep token that puts
    • all activities to sleep as long as this window is visible. When this flag is set, the
    • window needs to occlude all activity windows.
    • @hide
      /
      @RequiresPermission(permission.DEVICE_POWER)
      public static final int PRIVATE_FLAG_ACQUIRES_SLEEP_TOKEN = 0x00200000;
      /
      *
    • Control flags that are private to the platform.
    • @hide
      /
      @TestApi
      public int privateFlags;
      /
      *
    • Value for {@link #needsMenuKey} for a window that has not explicitly specified if it
    • needs {@link #NEEDS_MENU_SET_TRUE} or doesn’t need {@link #NEEDS_MENU_SET_FALSE} a menu
    • key. For this case, we should look at windows behind it to determine the appropriate
    • value.
    • @hide
      /
      public static final int NEEDS_MENU_UNSET = 0;
      /
      *
    • Value for {@link #needsMenuKey} for a window that has explicitly specified it needs a
    • menu key.
    • @hide
      /
      public static final int NEEDS_MENU_SET_TRUE = 1;
      /
      *
    • Value for {@link #needsMenuKey} for a window that has explicitly specified it doesn’t
    • needs a menu key.
    • @hide
      /
      public static final int NEEDS_MENU_SET_FALSE = 2;
      /
      *
    • State variable for a window belonging to an activity that responds to
    • {@link KeyEvent#KEYCODE_MENU} and therefore needs a Menu key. For devices where Menu is a
    • physical button this variable is ignored, but on devices where the Menu key is drawn in
    • software it may be hidden unless this variable is set to {@link #NEEDS_MENU_SET_TRUE}.
    • (Note that Action Bars, when available, are the preferred way to offer additional
    • functions otherwise accessed via an options menu.)
    • {@hide}
      /
      public int needsMenuKey = NEEDS_MENU_UNSET;
      /
      *
    • Given a particular set of window manager flags, determine whether
    • such a window may be a target for an input method when it has
    • focus. In particular, this checks the
    • {@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 not be combined with
    • {@link #SOFT_INPUT_ADJUST_PAN}; if
    • neither of these are set, then the system will try to pick one or
    • the other depending on the contents of the window. If the window’s
    • layout parameter flags include {@link #FLAG_FULLSCREEN}, this
    • value for {@link #softInputMode} will be ignored; the window will
    • not resize, but will stay fullscreen.
      /
      public static final int SOFT_INPUT_ADJUST_RESIZE = 0x10;
      /
      * Adjustment option for {@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 not be combined with {@link #SOFT_INPUT_ADJUST_RESIZE}; if
    • neither of these are set, then the system will try to pick one or
    • the other depending on the contents of the window.
      /
      public static final int SOFT_INPUT_ADJUST_PAN = 0x20;
      /
      * Adjustment option for {@link #softInputMode}: set to have a window
    • not adjust for a shown input method. The window will not be resized,
    • and it will not be panned to make its focus visible.
      /
      public static final int SOFT_INPUT_ADJUST_NOTHING = 0x30;
      /
      *
    • Bit for {@link #softInputMode}: set when the user has navigated
    • forward to the window. This is normally set automatically for
    • you by the system, though you may want to set it in certain cases
    • when you are displaying a window yourself. This flag will always
    • be cleared automatically after the window is displayed.
      /
      public static final int SOFT_INPUT_IS_FORWARD_NAVIGATION = 0x100;
      /
      *
    • An internal annotation for flags that can be specified to {@link #softInputMode}.
    • @hide
      /
      @Retention(RetentionPolicy.SOURCE)
      @IntDef(flag = true, value = {
      SOFT_INPUT_STATE_UNSPECIFIED,
      SOFT_INPUT_STATE_UNCHANGED,
      SOFT_INPUT_STATE_HIDDEN,
      SOFT_INPUT_STATE_ALWAYS_HIDDEN,
      SOFT_INPUT_STATE_VISIBLE,
      SOFT_INPUT_STATE_ALWAYS_VISIBLE,
      SOFT_INPUT_ADJUST_UNSPECIFIED,
      SOFT_INPUT_ADJUST_RESIZE,
      SOFT_INPUT_ADJUST_PAN,
      SOFT_INPUT_ADJUST_NOTHING,
      SOFT_INPUT_IS_FORWARD_NAVIGATION,
      })
      public @interface SoftInputModeFlags {}
      /
      *
    • Desired operating mode for any soft input area. May be any combination
    • of:
      • One of the visibility states
      • {@link #SOFT_INPUT_STATE_UNSPECIFIED}, {@link #SOFT_INPUT_STATE_UNCHANGED},
      • {@link #SOFT_INPUT_STATE_HIDDEN}, {@link #SOFT_INPUT_STATE_ALWAYS_HIDDEN},
      • {@link #SOFT_INPUT_STATE_VISIBLE}, or {@link #SOFT_INPUT_STATE_ALWAYS_VISIBLE}.
      • One of the adjustment options
      • {@link #SOFT_INPUT_ADJUST_UNSPECIFIED}, {@link #SOFT_INPUT_ADJUST_RESIZE},
      • {@link #SOFT_INPUT_ADJUST_PAN}, or {@link #SOFT_INPUT_ADJUST_NOTHING}.
      • This flag can be controlled in your theme through the

      • {@link android.R.attr#windowSoftInputMode} attribute.
        /
        @SoftInputModeFlags
        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,
      • android.graphics.Rect) Gravity.apply} and
      • {@link Gravity#applyDisplay(int, android.graphics.Rect, android.graphics.Rect)
      • Gravity.applyDisplay} are used during window layout, with this value
      • given as the desired gravity. For example you can specify
      • {@link Gravity#DISPLAY_CLIP_HORIZONTAL Gravity.DISPLAY_CLIP_HORIZONTAL} and
      • {@link Gravity#DISPLAY_CLIP_VERTICAL Gravity.DISPLAY_CLIP_VERTICAL} here
      • to control the behavior of
      • {@link Gravity#applyDisplay(int, android.graphics.Rect, android.graphics.Rect)
      • Gravity.applyDisplay}.
      • @see Gravity
        /
        public int gravity;
        /
        *
      • The horizontal margin, as a percentage of the container’s width,
      • between the container and the widget. See
      • {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int,
      • android.graphics.Rect) Gravity.apply} for how this is used. This
      • field is added with {@link #x} to supply the xAdj parameter.
        /
        public float horizontalMargin;
        /
        *
      • The vertical margin, as a percentage of the container’s height,
      • between the container and the widget. See
      • {@link Gravity#apply(int, int, int, android.graphics.Rect, int, int,
      • android.graphics.Rect) Gravity.apply} for how this is used. This
      • field is added with {@link #y} to supply the yAdj parameter.
        /
        public float verticalMargin;
        /
        *
      • Positive insets between the drawing surface and window content.
      • @hide
        /
        public final Rect surfaceInsets = new Rect();
        /
        *
      • Whether the surface insets have been manually set. When set to
      • {@code false}, the view root will automatically determine the
      • appropriate surface insets.
      • @see #surfaceInsets
      • @hide
        /
        public boolean hasManualSurfaceInsets;
        /
        *
      • Whether the previous surface insets should be used vs. what is currently set. When set
      • to {@code true}, the view root will ignore surfaces insets in this object and use what
      • it currently has.
      • @see #surfaceInsets
      • @hide
        /
        public boolean preservePreviousSurfaceInsets = true;
        /
        *
      • The desired bitmap format. May be one of the constants in
      • {@link android.graphics.PixelFormat}. The choice of format
      • might be overridden by {@link #setColorMode(int)}. Default is OPAQUE.
        /
        public int format;
        /
        *
      • A style resource defining the animations to use for this window.
      • This must be a system resource; it can not be an application resource
      • because the window manager does not have access to applications.
        /
        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;
        /
        *
      • 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;
        /
        *
      • 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;
        /
        *
      • Unspecified value for {@link #rotationAnimation} indicating
      • a lack of preference.
      • @hide
        /
        public static final int ROTATION_ANIMATION_UNSPECIFIED = -1;
        /
        *
      • Value for {@link #rotationAnimation} which specifies that this
      • window will visually rotate in or out following a rotation.
        /
        public static final int ROTATION_ANIMATION_ROTATE = 0;
        /
        *
      • Value for {@link #rotationAnimation} which specifies that this
      • window will fade in or out following a rotation.
        /
        public static final int ROTATION_ANIMATION_CROSSFADE = 1;
        /
        *
      • Value for {@link #rotationAnimation} which specifies that this window
      • will immediately disappear or appear following a rotation.
        /
        public static final int ROTATION_ANIMATION_JUMPCUT = 2;
        /
        *
      • Value for {@link #rotationAnimation} to specify seamless rotation mode.
      • This works like JUMPCUT but will fall back to CROSSFADE if rotation
      • can’t be applied without pausing the screen. For example, this is ideal
      • for Camera apps which don’t want the viewfinder contents to ever rotate
      • or fade (and rather to be seamless) but also don’t want ROTATION_ANIMATION_JUMPCUT
      • during app transition scenarios where seamless rotation can’t be applied.
        /
        public static final int ROTATION_ANIMATION_SEAMLESS = 3;
        /
        *
      • Define the exit and entry animations used on this window when the device is rotated.
      • This only has an affect if the incoming and outgoing topmost
      • opaque windows have the #FLAG_FULLSCREEN bit set and are not covered
      • by other windows. All other situations default to the
      • {@link #ROTATION_ANIMATION_ROTATE} behavior.
      • @see #ROTATION_ANIMATION_ROTATE
      • @see #ROTATION_ANIMATION_CROSSFADE
      • @see #ROTATION_ANIMATION_JUMPCUT
        /
        public int rotationAnimation = ROTATION_ANIMATION_ROTATE;
        /
        *
      • Identifier for this window. This will usually be filled in for
      • you.
        /
        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;
        /
        *
      • The preferred refresh rate for the window.
      • This must be one of the supported refresh rates obtained for the display(s) the window
      • is on. The selected refresh rate will be applied to the display’s default mode.
      • This value is ignored if {@link #preferredDisplayModeId} is set.
      • @see Display#getSupportedRefreshRates()
      • @deprecated use {@link #preferredDisplayModeId} instead
        /
        @Deprecated
        public float preferredRefreshRate;
        /
        *
      • Id of the preferred display mode for the window.
      • This must be one of the supported modes obtained for the display(s) the window is on.
      • A value of {@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
      • @see View#STATUS_BAR_HIDDEN
        /
        public int systemUiVisibility;
        /
        *
      • @hide
      • The ui visibility as requested by the views in this hierarchy.
      • the combined value should be systemUiVisibility | subtreeSystemUiVisibility.
        /
        public int subtreeSystemUiVisibility;
        /
        *
      • Get callbacks about the system ui visibility changing.
      • TODO: Maybe there should be a bitfield of optional callbacks that we need.
      • @hide
        /
        public boolean hasSystemUiListeners;
        /
        *
      • When this window has focus, disable touch pad pointer gesture processing.
      • The window will receive raw position updates from the touch pad instead
      • of pointer movements and synthetic touch events.
      • @hide
        /
        public static final int INPUT_FEATURE_DISABLE_POINTER_GESTURES = 0x00000001;
        /
        *
      • Does not construct an input channel for this window. The channel will therefore
      • be incapable of receiving input.
      • @hide
        /
        public static final int INPUT_FEATURE_NO_INPUT_CHANNEL = 0x00000002;
        /
        *
      • When this window has focus, does not call user activity for all input events so
      • the application will have to do it itself. Should only be used by
      • the keyguard and phone app.
      • Should only be used by the keyguard and phone app.
      • @hide
        /
        public static final int INPUT_FEATURE_DISABLE_USER_ACTIVITY = 0x00000004;
        /
        *
      • Control special features of the input subsystem.
      • @see #INPUT_FEATURE_DISABLE_POINTER_GESTURES
      • @see #INPUT_FEATURE_NO_INPUT_CHANNEL
      • @see #INPUT_FEATURE_DISABLE_USER_ACTIVITY
      • @hide
        /
        public int inputFeatures;
        /
        *
      • Sets the number of milliseconds before the user activity timeout occurs
      • when this window has focus. A value of -1 uses the standard timeout.
      • A value of 0 uses the minimum support display timeout.
      • This property can only be used to reduce the user specified display timeout;
      • it can never make the timeout longer than it normally would be.
      • Should only be used by the keyguard and phone app.
      • @hide
        /
        public long userActivityTimeout = -1;
        /
        *
      • For windows with an anchor (e.g. PopupWindow), keeps track of the View that anchors the
      • window.
      • @hide
        /
        public int accessibilityIdOfAnchor = -1;
        /
        *
      • The window title isn’t kept in sync with what is displayed in the title bar, so we
      • separately track the currently shown title to provide to accessibility.
      • @hide
        /
        @TestApi
        public CharSequence accessibilityTitle;
        /
        *
      • Sets a timeout in milliseconds before which the window will be hidden
      • by the window manager. Useful for transient notifications like toasts
      • so we don’t have to rely on client cooperation to ensure the window
      • is hidden. Must be specified at window creation time. Note that apps
      • are not prepared to handle their windows being removed without their
      • explicit request and may try to interact with the removed window
      • resulting in undefined behavior and crashes. Therefore, we do hide
      • such windows to prevent them from overlaying other apps.
      • @hide
        /
        public long hideTimeoutMilliseconds = -1;
        /
        *
      • The color mode requested by this window. The target display may
      • not be able to honor the request. When the color mode is not set
      • to {@link ActivityInfo#COLOR_MODE_DEFAULT}, it might override the
      • pixel format specified in {@link #format}.
      • @hide
        /
        @ActivityInfo.ColorMode
        private int mColorMode = ActivityInfo.COLOR_MODE_DEFAULT;
        public LayoutParams() {
        super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
        type = TYPE_APPLICATION;
        format = PixelFormat.OPAQUE;
        }
        public LayoutParams(int _type) {
        super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
        type = _type;
        format = PixelFormat.OPAQUE;
        }
        public LayoutParams(int _type, int _flags) {
        super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
        type = _type;
        flags = _flags;
        format = PixelFormat.OPAQUE;
        }
        public LayoutParams(int _type, int _flags, int _format) {
        super(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
        type = _type;
        flags = _flags;
        format = _format;
        }
        public LayoutParams(int w, int h, int _type, int _flags, int _format) {
        super(w, h);
        type = _type;
        flags = _flags;
        format = _format;
        }
        public LayoutParams(int w, int h, int xpos, int ypos, int _type,
        int _flags, int _format) {
        super(w, h);
        x = xpos;
        y = ypos;
        type = _type;
        flags = _flags;
        format = _format;
        }
        public final void setTitle(CharSequence title) {
        if (null == title)
        title = “”;
        mTitle = TextUtils.stringOrSpannedString(title);
        }
        public final CharSequence getTitle() {
        return mTitle != null ? mTitle : “”;
        }
        /
        *
      • Sets the surface insets based on the elevation (visual z position) of the input view.
      • @hide
        /
        public final void setSurfaceInsets(View view, boolean manual, boolean preservePrevious) {
        final int surfaceInset = (int) Math.ceil(view.getZ() * 2);
        // Partial workaround for b/28318973. Every inset change causes a freeform window
        // to jump a little for a few frames. If we never allow surface insets to decrease,
        // they will stabilize quickly (often from the very beginning, as most windows start
        // as focused).
        // TODO(b/22668382) to fix this properly.
        if (surfaceInset == 0) {
        // OK to have 0 (this is the case for non-freeform windows).
        surfaceInsets.set(0, 0, 0, 0);
        } else {
        surfaceInsets.set(
        Math.max(surfaceInset, surfaceInsets.left),
        Math.max(surfaceInset, surfaceInsets.top),
        Math.max(surfaceInset, surfaceInsets.right),
        Math.max(surfaceInset, surfaceInsets.bottom));
        }
        hasManualSurfaceInsets = manual;
        preservePreviousSurfaceInsets = preservePrevious;
        }
        /
        *
      • Set the color mode of the window. Setting the color mode might

      • override the window’s pixel {@link WindowManager.LayoutParams#format format}.
      • The color mode must be one of {@link ActivityInfo#COLOR_MODE_DEFAULT},

      • {@link ActivityInfo#COLOR_MODE_WIDE_COLOR_GAMUT} or
      • {@link ActivityInfo#COLOR_MODE_HDR}.
      • @see #getColorMode()
        /
        public void setColorMode(@ActivityInfo.ColorMode int colorMode) {
        mColorMode = colorMode;
        }
        /
        *
      • Returns the color mode of the window, one of {@link ActivityInfo#COLOR_MODE_DEFAULT},
      • {@link ActivityInfo#COLOR_MODE_WIDE_COLOR_GAMUT} or {@link ActivityInfo#COLOR_MODE_HDR}.
      • @see #setColorMode(int)
        /
        @ActivityInfo.ColorMode
        public int getColorMode() {
        return mColorMode;
        }
        /
        * @hide /
        @SystemApi
        public final void setUserActivityTimeout(long timeout) {
        userActivityTimeout = timeout;
        }
        /
        * @hide */
        @SystemApi
        public final long getUserActivityTimeout() {
        return userActivityTimeout;
        }
        public int describeContents() {
        return 0;
        }
        public void writeToParcel(Parcel out, int parcelableFlags) {
        out.writeInt(width);
        out.writeInt(height);
        out.writeInt(x);
        out.writeInt(y);
        out.writeInt(type);
        out.writeInt(flags);
        out.writeInt(privateFlags);
        out.writeInt(softInputMode);
        out.writeInt(gravity);
        out.writeFloat(horizontalMargin);
        out.writeFloat(verticalMargin);
        out.writeInt(format);
        out.writeInt(windowAnimations);
        out.writeFloat(alpha);
        out.writeFloat(dimAmount);
        out.writeFloat(screenBrightness);
        out.writeFloat(buttonBrightness);
        out.writeInt(rotationAnimation);
        out.writeStrongBinder(token);
        out.writeString(packageName);
        TextUtils.writeToParcel(mTitle, out, parcelableFlags);
        out.writeInt(screenOrientation);
        out.writeFloat(preferredRefreshRate);
        out.writeInt(preferredDisplayModeId);
        out.writeInt(systemUiVisibility);
        out.writeInt(subtreeSystemUiVisibility);
        out.writeInt(hasSystemUiListeners ? 1 : 0);
        out.writeInt(inputFeatures);
        out.writeLong(userActivityTimeout);
        out.writeInt(surfaceInsets.left);
        out.writeInt(surfaceInsets.top);
        out.writeInt(surfaceInsets.right);
        out.writeInt(surfaceInsets.bottom);
        out.writeInt(hasManualSurfaceInsets ? 1 : 0);
        out.writeInt(preservePreviousSurfaceInsets ? 1 : 0);
        out.writeInt(needsMenuKey);
        out.writeInt(accessibilityIdOfAnchor);
        TextUtils.writeToParcel(accessibilityTitle, out, parcelableFlags);
        out.writeInt(mColorMode);
        out.writeLong(hideTimeoutMilliseconds);
        }
        public static final Parcelable.Creator CREATOR
        = new Parcelable.Creator() {
        public LayoutParams createFromParcel(Parcel in) {
        return new LayoutParams(in);
        }
        public LayoutParams[] newArray(int size) {
        return new LayoutParams[size];
        }
        };
      • public LayoutParams(Parcel in) {
        width = in.readInt();
        height = in.readInt();
        x = in.readInt();
        y = in.readInt();
        type = in.readInt();
        flags = in.readInt();
        privateFlags = in.readInt();
        softInputMode = in.readInt();
        gravity = in.readInt();
        horizontalMargin = in.readFloat();
        verticalMargin = in.readFloat();
        format = in.readInt();
        windowAnimations = in.readInt();
        alpha = in.readFloat();
        dimAmount = in.readFloat();
        screenBrightness = in.readFloat();
        buttonBrightness = in.readFloat();
        rotationAnimation = in.readInt();
        token = in.readStrongBinder();
        packageName = in.readString();
        mTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in);
        screenOrientation = in.readInt();
        preferredRefreshRate = in.readFloat();
        preferredDisplayModeId = in.readInt();
        systemUiVisibility = in.readInt();
        subtreeSystemUiVisibility = in.readInt();
        hasSystemUiListeners = in.readInt() != 0;
        inputFeatures = in.readInt();
        userActivityTimeout = in.readLong();
        surfaceInsets.left = in.readInt();
        surfaceInsets.top = in.readInt();
        surfaceInsets.right = in.readInt();
        surfaceInsets.bottom = in.readInt();
        hasManualSurfaceInsets = in.readInt() != 0;
        preservePreviousSurfaceInsets = in.readInt() != 0;
        needsMenuKey = in.readInt();
        accessibilityIdOfAnchor = in.readInt();
        accessibilityTitle = TextUtils.CHAR_SEQUENCE_CREATOR.createFromParcel(in);
        mColorMode = in.readInt();
        hideTimeoutMilliseconds = in.readLong();
        }
        @SuppressWarnings({“PointlessBitwiseExpression”})
        public static final int LAYOUT_CHANGED = 1<<0;
        public static final int TYPE_CHANGED = 1<<1;
        public static final int FLAGS_CHANGED = 1<<2;
        public static final int FORMAT_CHANGED = 1<<3;
        public static final int ANIMATION_CHANGED = 1<<4;
        public static final int DIM_AMOUNT_CHANGED = 1<<5;
        public static final int TITLE_CHANGED = 1<<6;
        public static final int ALPHA_CHANGED = 1<<7;
        public static final int MEMORY_TYPE_CHANGED = 1<<8;
        public static final int SOFT_INPUT_MODE_CHANGED = 1<<9;
        public static final int SCREEN_ORIENTATION_CHANGED = 1<<10;
        public static final int SCREEN_BRIGHTNESS_CHANGED = 1<<11;
        public static final int ROTATION_ANIMATION_CHANGED = 1<<12;
        /** {@hide} /
        public static final int BUTTON_BRIGHTNESS_CHANGED = 1<<13;
        /
        * {@hide} /
        public static final int SYSTEM_UI_VISIBILITY_CHANGED = 1<<14;
        /
        * {@hide} /
        public static final int SYSTEM_UI_LISTENER_CHANGED = 1<<15;
        /
        * {@hide} /
        public static final int INPUT_FEATURES_CHANGED = 1<<16;
        /
        * {@hide} /
        public static final int PRIVATE_FLAGS_CHANGED = 1<<17;
        /
        * {@hide} /
        public static final int USER_ACTIVITY_TIMEOUT_CHANGED = 1<<18;
        /
        * {@hide} /
        public static final int TRANSLUCENT_FLAGS_CHANGED = 1<<19;
        /
        * {@hide} /
        public static final int SURFACE_INSETS_CHANGED = 1<<20;
        /
        * {@hide} /
        public static final int PREFERRED_REFRESH_RATE_CHANGED = 1 << 21;
        /
        * {@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 ACCESSIBILITY_ANCHOR_CHANGED = 1 << 24;
        /
        * {@hide} /
        @TestApi
        public static final int ACCESSIBILITY_TITLE_CHANGED = 1 << 25;
        /
        * {@hide} /
        public static final int COLOR_MODE_CHANGED = 1 << 26;
        /
        * {@hide} /
        public static final int EVERYTHING_CHANGED = 0xffffffff;
        // internal buffer to backup/restore parameters under compatibility mode.
        private int[] mCompatibilityParamsBackup = null;
        public final int copyFrom(LayoutParams o) {
        int changes = 0;
        if (width != o.width) {
        width = o.width;
        changes |= LAYOUT_CHANGED;
        }
        if (height != o.height) {
        height = o.height;
        changes |= LAYOUT_CHANGED;
        }
        if (x != o.x) {
        x = o.x;
        changes |= LAYOUT_CHANGED;
        }
        if (y != o.y) {
        y = o.y;
        changes |= LAYOUT_CHANGED;
        }
        if (horizontalWeight != o.horizontalWeight) {
        horizontalWeight = o.horizontalWeight;
        changes |= LAYOUT_CHANGED;
        }
        if (verticalWeight != o.verticalWeight) {
        verticalWeight = o.verticalWeight;
        changes |= LAYOUT_CHANGED;
        }
        if (horizontalMargin != o.horizontalMargin) {
        horizontalMargin = o.horizontalMargin;
        changes |= LAYOUT_CHANGED;
        }
        if (verticalMargin != o.verticalMargin) {
        verticalMargin = o.verticalMargin;
        changes |= LAYOUT_CHANGED;
        }
        if (type != o.type) {
        type = o.type;
        changes |= TYPE_CHANGED;
        }
        if (flags != o.flags) {
        final int diff = flags ^ o.flags;
        if ((diff & (FLAG_TRANSLUCENT_STATUS | FLAG_TRANSLUCENT_NAVIGATION)) != 0) {
        changes |= TRANSLUCENT_FLAGS_CHANGED;
        }
        flags = o.flags;
        changes |= FLAGS_CHANGED;
        }
        if (privateFlags != o.privateFlags) {
        privateFlags = o.privateFlags;
        changes |= PRIVATE_FLAGS_CHANGED;
        }
        if (softInputMode != o.softInputMode) {
        softInputMode = o.softInputMode;
        changes |= SOFT_INPUT_MODE_CHANGED;
        }
        if (gravity != o.gravity) {
        gravity = o.gravity;
        changes |= LAYOUT_CHANGED;
        }
        if (format != o.format) {
        format = o.format;
        changes |= FORMAT_CHANGED;
        }
        if (windowAnimations != o.windowAnimations) {
        windowAnimations = o.windowAnimations;
        changes |= ANIMATION_CHANGED;
        }
        if (token == null) {
        // NOTE: token only copied if the recipient doesn’t
        // already have one.
        token = o.token;
        }
        if (packageName == null) {
        // NOTE: packageName only copied if the recipient doesn’t
        // already have one.
        packageName = o.packageName;
        }
        if (!Objects.equals(mTitle, o.mTitle) && o.mTitle != null) {
        // NOTE: mTitle only copied if the originator set one.
        mTitle = o.mTitle;
        changes |= TITLE_CHANGED;
        }
        if (alpha != o.alpha) {
        alpha = o.alpha;
        changes |= ALPHA_CHANGED;
        }
        if (dimAmount != o.dimAmount) {
        dimAmount = o.dimAmount;
        changes |= DIM_AMOUNT_CHANGED;
        }
        if (screenBrightness != o.screenBrightness) {
        screenBrightness = o.screenBrightness;
        changes |= SCREEN_BRIGHTNESS_CHANGED;
        }
        if (buttonBrightness != o.buttonBrightness) {
        buttonBrightness = o.buttonBrightness;
        changes |= BUTTON_BRIGHTNESS_CHANGED;
        }
        if (rotationAnimation != o.rotationAnimation) {
        rotationAnimation = o.rotationAnimation;
        changes |= ROTATION_ANIMATION_CHANGED;
        }
        if (screenOrientation != o.screenOrientation) {
        screenOrientation = o.screenOrientation;
        changes |= SCREEN_ORIENTATION_CHANGED;
        }
        if (preferredRefreshRate != o.preferredRefreshRate) {
        preferredRefreshRate = o.preferredRefreshRate;
        changes |= PREFERRED_REFRESH_RATE_CHANGED;
        }
        if (preferredDisplayModeId != o.preferredDisplayModeId) {
        preferredDisplayModeId = o.preferredDisplayModeId;
        changes |= PREFERRED_DISPLAY_MODE_ID;
        }
        if (systemUiVisibility != o.systemUiVisibility
        || subtreeSystemUiVisibility != o.subtreeSystemUiVisibility) {
        systemUiVisibility = o.systemUiVisibility;
        subtreeSystemUiVisibility = o.subtreeSystemUiVisibility;
        changes |= SYSTEM_UI_VISIBILITY_CHANGED;
        }
        if (hasSystemUiListeners != o.hasSystemUiListeners) {
        hasSystemUiListeners = o.hasSystemUiListeners;
        changes |= SYSTEM_UI_LISTENER_CHANGED;
        }
        if (inputFeatures != o.inputFeatures) {
        inputFeatures = o.inputFeatures;
        changes |= INPUT_FEATURES_CHANGED;
        }
        if (userActivityTimeout != o.userActivityTimeout) {
        userActivityTimeout = o.userActivityTimeout;
        changes |= USER_ACTIVITY_TIMEOUT_CHANGED;
        }
        if (!surfaceInsets.equals(o.surfaceInsets)) {
        surfaceInsets.set(o.surfaceInsets);
        changes |= SURFACE_INSETS_CHANGED;
        }
        if (hasManualSurfaceInsets != o.hasManualSurfaceInsets) {
        hasManualSurfaceInsets = o.hasManualSurfaceInsets;
        changes |= SURFACE_INSETS_CHANGED;
        }
        if (preservePreviousSurfaceInsets != o.preservePreviousSurfaceInsets) {
        preservePreviousSurfaceInsets = o.preservePreviousSurfaceInsets;
        changes |= SURFACE_INSETS_CHANGED;
        }
        if (needsMenuKey != o.needsMenuKey) {
        needsMenuKey = o.needsMenuKey;
        changes |= NEEDS_MENU_KEY_CHANGED;
        }
        if (accessibilityIdOfAnchor != o.accessibilityIdOfAnchor) {
        accessibilityIdOfAnchor = o.accessibilityIdOfAnchor;
        changes |= ACCESSIBILITY_ANCHOR_CHANGED;
        }
        if (!Objects.equals(accessibilityTitle, o.accessibilityTitle)
        && o.accessibilityTitle != null) {
        // NOTE: accessibilityTitle only copied if the originator set one.
        accessibilityTitle = o.accessibilityTitle;
        changes |= ACCESSIBILITY_TITLE_CHANGED;
        }
        if (mColorMode != o.mColorMode) {
        mColorMode = o.mColorMode;
        changes |= COLOR_MODE_CHANGED;
        }
        // This can’t change, it’s only set at window creation time.
        hideTimeoutMilliseconds = o.hideTimeoutMilliseconds;
        return changes;
        }
        @Override
        public String debug(String output) {
        output += “Contents of " + this + “:”;
        Log.d(“Debug”, output);
        output = super.debug(”");
        Log.d(“Debug”, output);
        Log.d(“Debug”, “”);
        Log.d(“Debug”, “WindowManager.LayoutParams={title=” + mTitle + “}”);
        return “”;
        }
        @Override
        public String toString() {
        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” : String.valueOf(width))));
        sb.append(‘x’);
        sb.append((height == MATCH_PARENT ? “fill” : (height == WRAP_CONTENT
        ? “wrap” : String.valueOf(height))));
        sb.append(")");
        if (horizontalMargin != 0) {
        sb.append(" hm=");
        sb.append(horizontalMargin);
        }
        if (verticalMargin != 0) {
        sb.append(" vm=");
        sb.append(verticalMargin);
        }
        if (gravity != 0) {
        sb.append(" gr=#");
        sb.append(Integer.toHexString(gravity));
        }
        if (softInputMode != 0) {
        sb.append(" sim=#");
        sb.append(Integer.toHexString(softInputMode));
        }
        sb.append(" ty=");
        sb.append(type);
        sb.append(" fl=#");
        sb.append(Integer.toHexString(flags));
        if (privateFlags != 0) {
        if ((privateFlags & PRIVATE_FLAG_COMPATIBLE_WINDOW) != 0) {
        sb.append(" compatible=true");
        }
        sb.append(" pfl=0x").append(Integer.toHexString(privateFlags));
        }
        if (format != PixelFormat.OPAQUE) {
        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 (alpha != 1.0f) {
        sb.append(" alpha=");
        sb.append(alpha);
        }
        if (screenBrightness != BRIGHTNESS_OVERRIDE_NONE) {
        sb.append(" sbrt=");
        sb.append(screenBrightness);
        }
        if (buttonBrightness != BRIGHTNESS_OVERRIDE_NONE) {
        sb.append(" bbrt=");
        sb.append(buttonBrightness);
        }
        if (rotationAnimation != ROTATION_ANIMATION_ROTATE) {
        sb.append(" rotAnim=");
        sb.append(rotationAnimation);
        }
        if (preferredRefreshRate != 0) {
        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));
        }
        if (subtreeSystemUiVisibility != 0) {
        sb.append(" vsysui=0x");
        sb.append(Integer.toHexString(subtreeSystemUiVisibility));
        }
        if (hasSystemUiListeners) {
        sb.append(" sysuil=");
        sb.append(hasSystemUiListeners);
        }
        if (inputFeatures != 0) {
        sb.append(" if=0x").append(Integer.toHexString(inputFeatures));
        }
        if (userActivityTimeout >= 0) {
        sb.append(" userActivityTimeout=").append(userActivityTimeout);
        }
        if (surfaceInsets.left != 0 || surfaceInsets.top != 0 || surfaceInsets.right != 0 ||
        surfaceInsets.bottom != 0 || hasManualSurfaceInsets
        || !preservePreviousSurfaceInsets) {
        sb.append(" surfaceInsets=").append(surfaceInsets);
        if (hasManualSurfaceInsets) {
        sb.append(" (manual)");
        }
        if (!preservePreviousSurfaceInsets) {
        sb.append(" (!preservePreviousSurfaceInsets)");
        }
        }
        if (needsMenuKey != NEEDS_MENU_UNSET) {
        sb.append(" needsMenuKey=");
        sb.append(needsMenuKey);
        }
        sb.append(" colorMode=").append(mColorMode);
        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 = null;
          /
          * @hide /
          @Override
          protected void encodeProperties(@NonNull ViewHierarchyEncoder encoder) {
          super.encodeProperties(encoder);
          encoder.addProperty(“x”, x);
          encoder.addProperty(“y”, y);
          encoder.addProperty(“horizontalWeight”, horizontalWeight);
          encoder.addProperty(“verticalWeight”, verticalWeight);
          encoder.addProperty(“type”, type);
          encoder.addProperty(“flags”, flags);
          }
          /
          *
        • @hide
        • @return True if the layout parameters will cause the window to cover the full screen;
        • false otherwise.
          */
          public boolean isFullscreen() {
          return x == 0 && y == 0
          && width == WindowManager.LayoutParams.MATCH_PARENT
          && height == WindowManager.LayoutParams.MATCH_PARENT;
          }
          }
          }
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