8956dbbc5f
In Honeycomb we introduced navigation controls in the status bar, for xlarge devices without physical buttons. What about phones? The status bar is pretty cramped already, and besides, it's at the top of the display most of the time, not at the bottom where your thumb is likely to be. Enter the navigation bar. It's a new window type that appears atop almost everything (including the keyguard); the window manager subtracts its rectangle from the default visible rectangle of other windows (including the status bar and notification shade). However, it behaves (on phones) like the status bar in that applications that request fullscreen windows can get access to those pixels. Well, almost; they need cooperation from the navigation bar implementation to make the navbar disappear, just like the status bar. The current SystemUI implementation of the navigation bar on phones is still rough, but it has the basics: + back, home, and menu keys (NB: we're showing menu all the time right now because checking the api level of the package owning the top window is currently a poor indicator of whether the app requires the menu key) + it tries to stick to the same physical end of the device, regardless of device orientation (on a phone, this is the strip of land closest to the microphone) Change-Id: Ic613a3351220af0bbfbdef63e1d99cbefd5ed1c2
162 lines
5.7 KiB
C++
162 lines
5.7 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _UI_INPUT_WINDOW_H
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#define _UI_INPUT_WINDOW_H
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#include <ui/Input.h>
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#include <ui/InputTransport.h>
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#include <utils/RefBase.h>
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#include <utils/Timers.h>
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#include <utils/String8.h>
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#include <SkRegion.h>
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#include "InputApplication.h"
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namespace android {
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/*
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* A handle to a window that can receive input.
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* Used by the native input dispatcher to indirectly refer to the window manager objects
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* that describe a window.
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*/
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class InputWindowHandle : public RefBase {
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protected:
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InputWindowHandle(const sp<InputApplicationHandle>& inputApplicationHandle) :
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mInputApplicationHandle(inputApplicationHandle) { }
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virtual ~InputWindowHandle() { }
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public:
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inline sp<InputApplicationHandle> getInputApplicationHandle() {
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return mInputApplicationHandle;
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}
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private:
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sp<InputApplicationHandle> mInputApplicationHandle;
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};
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/*
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* An input window describes the bounds of a window that can receive input.
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*/
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struct InputWindow {
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// Window flags from WindowManager.LayoutParams
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enum {
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FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001,
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FLAG_DIM_BEHIND = 0x00000002,
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FLAG_BLUR_BEHIND = 0x00000004,
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FLAG_NOT_FOCUSABLE = 0x00000008,
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FLAG_NOT_TOUCHABLE = 0x00000010,
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FLAG_NOT_TOUCH_MODAL = 0x00000020,
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FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040,
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FLAG_KEEP_SCREEN_ON = 0x00000080,
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FLAG_LAYOUT_IN_SCREEN = 0x00000100,
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FLAG_LAYOUT_NO_LIMITS = 0x00000200,
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FLAG_FULLSCREEN = 0x00000400,
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FLAG_FORCE_NOT_FULLSCREEN = 0x00000800,
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FLAG_DITHER = 0x00001000,
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FLAG_SECURE = 0x00002000,
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FLAG_SCALED = 0x00004000,
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FLAG_IGNORE_CHEEK_PRESSES = 0x00008000,
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FLAG_LAYOUT_INSET_DECOR = 0x00010000,
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FLAG_ALT_FOCUSABLE_IM = 0x00020000,
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FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000,
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FLAG_SHOW_WHEN_LOCKED = 0x00080000,
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FLAG_SHOW_WALLPAPER = 0x00100000,
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FLAG_TURN_SCREEN_ON = 0x00200000,
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FLAG_DISMISS_KEYGUARD = 0x00400000,
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FLAG_SPLIT_TOUCH = 0x00800000,
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FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000,
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FLAG_COMPATIBLE_WINDOW = 0x20000000,
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FLAG_SYSTEM_ERROR = 0x40000000,
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};
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// Window types from WindowManager.LayoutParams
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enum {
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FIRST_APPLICATION_WINDOW = 1,
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TYPE_BASE_APPLICATION = 1,
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TYPE_APPLICATION = 2,
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TYPE_APPLICATION_STARTING = 3,
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LAST_APPLICATION_WINDOW = 99,
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FIRST_SUB_WINDOW = 1000,
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TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW,
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TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1,
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TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2,
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TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3,
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TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4,
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LAST_SUB_WINDOW = 1999,
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FIRST_SYSTEM_WINDOW = 2000,
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TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW,
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TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1,
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TYPE_PHONE = FIRST_SYSTEM_WINDOW+2,
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TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3,
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TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4,
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TYPE_TOAST = FIRST_SYSTEM_WINDOW+5,
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TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6,
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TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7,
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TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8,
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TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9,
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TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10,
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TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11,
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TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12,
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TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13,
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TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14,
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TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15,
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TYPE_DRAG = FIRST_SYSTEM_WINDOW+16,
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TYPE_STATUS_BAR_SUB_PANEL = FIRST_SYSTEM_WINDOW+17,
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TYPE_POINTER = FIRST_SYSTEM_WINDOW+18,
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TYPE_NAVIGATION_BAR = FIRST_SYSTEM_WINDOW+19,
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LAST_SYSTEM_WINDOW = 2999,
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};
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sp<InputWindowHandle> inputWindowHandle;
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sp<InputChannel> inputChannel;
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String8 name;
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int32_t layoutParamsFlags;
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int32_t layoutParamsType;
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nsecs_t dispatchingTimeout;
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int32_t frameLeft;
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int32_t frameTop;
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int32_t frameRight;
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int32_t frameBottom;
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SkRegion touchableRegion;
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bool visible;
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bool canReceiveKeys;
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bool hasFocus;
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bool hasWallpaper;
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bool paused;
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int32_t layer;
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int32_t ownerPid;
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int32_t ownerUid;
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bool touchableRegionContainsPoint(int32_t x, int32_t y) const;
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bool frameContainsPoint(int32_t x, int32_t y) const;
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/* Returns true if the window is of a trusted type that is allowed to silently
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* overlay other windows for the purpose of implementing the secure views feature.
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* Trusted overlays, such as IME windows, can partly obscure other windows without causing
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* motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED.
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*/
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bool isTrustedOverlay() const;
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bool supportsSplitTouch() const;
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};
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} // namespace android
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#endif // _UI_INPUT_WINDOW_H
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