/** * Copyright (C) 2012 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.service.dreams; import java.io.FileDescriptor; import java.io.PrintWriter; import android.annotation.IdRes; import android.annotation.LayoutRes; import android.annotation.Nullable; import android.annotation.SdkConstant; import android.annotation.SdkConstant.SdkConstantType; import android.app.AlarmManager; import android.app.Service; import android.content.Intent; import android.graphics.PixelFormat; import android.graphics.drawable.ColorDrawable; import android.os.Handler; import android.os.IBinder; import android.os.PowerManager; import android.os.RemoteException; import android.os.ServiceManager; import android.util.Slog; import android.view.ActionMode; import android.view.Display; import android.view.KeyEvent; import android.view.Menu; import android.view.MenuItem; import android.view.MotionEvent; import com.android.internal.policy.PhoneWindow; import android.view.SearchEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import android.view.WindowManagerGlobal; import android.view.WindowManager.LayoutParams; import android.view.accessibility.AccessibilityEvent; import android.util.MathUtils; import com.android.internal.util.DumpUtils; import com.android.internal.util.DumpUtils.Dump; /** * Extend this class to implement a custom dream (available to the user as a "Daydream"). * *
Dreams are interactive screensavers launched when a charging device is idle, or docked in a * desk dock. Dreams provide another modality for apps to express themselves, tailored for * an exhibition/lean-back experience.
* *The {@code DreamService} lifecycle is as follows:
*Use this for initial setup, such as calling {@link #setContentView setContentView()}.
Your dream has started, so you should begin animations or other behaviors here.
Use this to stop the things you started in {@link #onDreamingStarted}.
Use this to dismantle resources (for example, detach from handlers * and listeners).
In addition, onCreate and onDestroy (from the Service interface) will also be called, but * initialization and teardown should be done by overriding the hooks above.
* *To be available to the system, your {@code DreamService} should be declared in the * manifest as follows:
** <service * android:name=".MyDream" * android:exported="true" * android:icon="@drawable/my_icon" * android:label="@string/my_dream_label" > * * <intent-filter> * <action android:name="android.service.dreams.DreamService" /> * <category android:name="android.intent.category.DEFAULT" /> * </intent-filter> * * <!-- Point to additional information for this dream (optional) --> * <meta-data * android:name="android.service.dream" * android:resource="@xml/my_dream" /> * </service> ** *
If specified with the {@code <meta-data>} element, * additional information for the dream is defined using the * {@link android.R.styleable#Dream <dream>} element in a separate XML file. * Currently, the only addtional * information you can provide is for a settings activity that allows the user to configure * the dream behavior. For example:
* ** <dream xmlns:android="http://schemas.android.com/apk/res/android" * android:settingsActivity="com.example.app/.MyDreamSettingsActivity" /> **
This makes a Settings button available alongside your dream's listing in the * system settings, which when pressed opens the specified activity.
* * *To specify your dream layout, call {@link #setContentView}, typically during the * {@link #onAttachedToWindow} callback. For example:
** public class MyDream extends DreamService { * * @Override * public void onAttachedToWindow() { * super.onAttachedToWindow(); * * // Exit dream upon user touch * setInteractive(false); * // Hide system UI * setFullscreen(true); * // Set the dream layout * setContentView(R.layout.dream); * } * } ** *
When targeting api level 21 and above, you must declare the service in your manifest file * with the {@link android.Manifest.permission#BIND_DREAM_SERVICE} permission. For example:
** <service * android:name=".MyDream" * android:exported="true" * android:icon="@drawable/my_icon" * android:label="@string/my_dream_label" * android:permission="android.permission.BIND_DREAM_SERVICE"> * <intent-filter> * <action android:name=”android.service.dreams.DreamService” /> * <category android:name=”android.intent.category.DEFAULT” /> * </intent-filter> * </service> **/ public class DreamService extends Service implements Window.Callback { private final String TAG = DreamService.class.getSimpleName() + "[" + getClass().getSimpleName() + "]"; /** * The name of the dream manager service. * @hide */ public static final String DREAM_SERVICE = "dreams"; /** * The {@link Intent} that must be declared as handled by the service. */ @SdkConstant(SdkConstantType.SERVICE_ACTION) public static final String SERVICE_INTERFACE = "android.service.dreams.DreamService"; /** * Name under which a Dream publishes information about itself. * This meta-data must reference an XML resource containing * a
<{@link android.R.styleable#Dream dream}>
* tag.
*/
public static final String DREAM_META_DATA = "android.service.dream";
private final IDreamManager mSandman;
private final Handler mHandler = new Handler();
private IBinder mWindowToken;
private Window mWindow;
private boolean mInteractive;
private boolean mLowProfile = true;
private boolean mFullscreen;
private boolean mScreenBright = true;
private boolean mStarted;
private boolean mWaking;
private boolean mFinished;
private boolean mCanDoze;
private boolean mDozing;
private boolean mWindowless;
private int mDozeScreenState = Display.STATE_UNKNOWN;
private int mDozeScreenBrightness = PowerManager.BRIGHTNESS_DEFAULT;
private boolean mDebug = false;
public DreamService() {
mSandman = IDreamManager.Stub.asInterface(ServiceManager.getService(DREAM_SERVICE));
}
/**
* @hide
*/
public void setDebug(boolean dbg) {
mDebug = dbg;
}
// begin Window.Callback methods
/** {@inheritDoc} */
@Override
public boolean dispatchKeyEvent(KeyEvent event) {
// TODO: create more flexible version of mInteractive that allows use of KEYCODE_BACK
if (!mInteractive) {
if (mDebug) Slog.v(TAG, "Waking up on keyEvent");
wakeUp();
return true;
} else if (event.getKeyCode() == KeyEvent.KEYCODE_BACK) {
if (mDebug) Slog.v(TAG, "Waking up on back key");
wakeUp();
return true;
}
return mWindow.superDispatchKeyEvent(event);
}
/** {@inheritDoc} */
@Override
public boolean dispatchKeyShortcutEvent(KeyEvent event) {
if (!mInteractive) {
if (mDebug) Slog.v(TAG, "Waking up on keyShortcutEvent");
wakeUp();
return true;
}
return mWindow.superDispatchKeyShortcutEvent(event);
}
/** {@inheritDoc} */
@Override
public boolean dispatchTouchEvent(MotionEvent event) {
// TODO: create more flexible version of mInteractive that allows clicks
// but finish()es on any other kind of activity
if (!mInteractive) {
if (mDebug) Slog.v(TAG, "Waking up on touchEvent");
wakeUp();
return true;
}
return mWindow.superDispatchTouchEvent(event);
}
/** {@inheritDoc} */
@Override
public boolean dispatchTrackballEvent(MotionEvent event) {
if (!mInteractive) {
if (mDebug) Slog.v(TAG, "Waking up on trackballEvent");
wakeUp();
return true;
}
return mWindow.superDispatchTrackballEvent(event);
}
/** {@inheritDoc} */
@Override
public boolean dispatchGenericMotionEvent(MotionEvent event) {
if (!mInteractive) {
if (mDebug) Slog.v(TAG, "Waking up on genericMotionEvent");
wakeUp();
return true;
}
return mWindow.superDispatchGenericMotionEvent(event);
}
/** {@inheritDoc} */
@Override
public boolean dispatchPopulateAccessibilityEvent(AccessibilityEvent event) {
return false;
}
/** {@inheritDoc} */
@Override
public View onCreatePanelView(int featureId) {
return null;
}
/** {@inheritDoc} */
@Override
public boolean onCreatePanelMenu(int featureId, Menu menu) {
return false;
}
/** {@inheritDoc} */
@Override
public boolean onPreparePanel(int featureId, View view, Menu menu) {
return false;
}
/** {@inheritDoc} */
@Override
public boolean onMenuOpened(int featureId, Menu menu) {
return false;
}
/** {@inheritDoc} */
@Override
public boolean onMenuItemSelected(int featureId, MenuItem item) {
return false;
}
/** {@inheritDoc} */
@Override
public void onWindowAttributesChanged(LayoutParams attrs) {
}
/** {@inheritDoc} */
@Override
public void onContentChanged() {
}
/** {@inheritDoc} */
@Override
public void onWindowFocusChanged(boolean hasFocus) {
}
/** {@inheritDoc} */
@Override
public void onAttachedToWindow() {
}
/** {@inheritDoc} */
@Override
public void onDetachedFromWindow() {
}
/** {@inheritDoc} */
@Override
public void onPanelClosed(int featureId, Menu menu) {
}
/** {@inheritDoc} */
@Override
public boolean onSearchRequested(SearchEvent event) {
return onSearchRequested();
}
/** {@inheritDoc} */
@Override
public boolean onSearchRequested() {
return false;
}
/** {@inheritDoc} */
@Override
public ActionMode onWindowStartingActionMode(android.view.ActionMode.Callback callback) {
return null;
}
/** {@inheritDoc} */
@Override
public ActionMode onWindowStartingActionMode(
android.view.ActionMode.Callback callback, int type) {
return null;
}
/** {@inheritDoc} */
@Override
public void onActionModeStarted(ActionMode mode) {
}
/** {@inheritDoc} */
@Override
public void onActionModeFinished(ActionMode mode) {
}
// end Window.Callback methods
// begin public api
/**
* Retrieves the current {@link android.view.WindowManager} for the dream.
* Behaves similarly to {@link android.app.Activity#getWindowManager()}.
*
* @return The current window manager, or null if the dream is not started.
*/
public WindowManager getWindowManager() {
return mWindow != null ? mWindow.getWindowManager() : null;
}
/**
* Retrieves the current {@link android.view.Window} for the dream.
* Behaves similarly to {@link android.app.Activity#getWindow()}.
*
* @return The current window, or null if the dream is not started.
*/
public Window getWindow() {
return mWindow;
}
/**
* Inflates a layout resource and set it to be the content view for this Dream.
* Behaves similarly to {@link android.app.Activity#setContentView(int)}.
*
* Note: Requires a window, do not call before {@link #onAttachedToWindow()}
* * @param layoutResID Resource ID to be inflated. * * @see #setContentView(android.view.View) * @see #setContentView(android.view.View, android.view.ViewGroup.LayoutParams) */ public void setContentView(@LayoutRes int layoutResID) { getWindow().setContentView(layoutResID); } /** * Sets a view to be the content view for this Dream. * Behaves similarly to {@link android.app.Activity#setContentView(android.view.View)} in an activity, * including using {@link ViewGroup.LayoutParams#MATCH_PARENT} as the layout height and width of the view. * *Note: This requires a window, so you should usually call it during * {@link #onAttachedToWindow()} and never earlier (you cannot call it * during {@link #onCreate}).
* * @see #setContentView(int) * @see #setContentView(android.view.View, android.view.ViewGroup.LayoutParams) */ public void setContentView(View view) { getWindow().setContentView(view); } /** * Sets a view to be the content view for this Dream. * Behaves similarly to * {@link android.app.Activity#setContentView(android.view.View, android.view.ViewGroup.LayoutParams)} * in an activity. * *Note: This requires a window, so you should usually call it during * {@link #onAttachedToWindow()} and never earlier (you cannot call it * during {@link #onCreate}).
* * @param view The desired content to display. * @param params Layout parameters for the view. * * @see #setContentView(android.view.View) * @see #setContentView(int) */ public void setContentView(View view, ViewGroup.LayoutParams params) { getWindow().setContentView(view, params); } /** * Adds a view to the Dream's window, leaving other content views in place. * *Note: Requires a window, do not call before {@link #onAttachedToWindow()}
* * @param view The desired content to display. * @param params Layout parameters for the view. */ public void addContentView(View view, ViewGroup.LayoutParams params) { getWindow().addContentView(view, params); } /** * Finds a view that was identified by the id attribute from the XML that * was processed in {@link #onCreate}. * *Note: Requires a window, do not call before {@link #onAttachedToWindow()}
* * @return The view if found or null otherwise. */ @Nullable public View findViewById(@IdRes int id) { return getWindow().findViewById(id); } /** * Marks this dream as interactive to receive input events. * *Non-interactive dreams (default) will dismiss on the first input event.
* *Interactive dreams should call {@link #finish()} to dismiss themselves.
* * @param interactive True if this dream will handle input events. */ public void setInteractive(boolean interactive) { mInteractive = interactive; } /** * Returns whether or not this dream is interactive. Defaults to false. * * @see #setInteractive(boolean) */ public boolean isInteractive() { return mInteractive; } /** * Sets View.SYSTEM_UI_FLAG_LOW_PROFILE on the content view. * * @param lowProfile True to set View.SYSTEM_UI_FLAG_LOW_PROFILE * @hide There is no reason to have this -- dreams can set this flag * on their own content view, and from there can actually do the * correct interactions with it (seeing when it is cleared etc). */ public void setLowProfile(boolean lowProfile) { if (mLowProfile != lowProfile) { mLowProfile = lowProfile; int flag = View.SYSTEM_UI_FLAG_LOW_PROFILE; applySystemUiVisibilityFlags(mLowProfile ? flag : 0, flag); } } /** * Returns whether or not this dream is in low profile mode. Defaults to true. * * @see #setLowProfile(boolean) * @hide */ public boolean isLowProfile() { return getSystemUiVisibilityFlagValue(View.SYSTEM_UI_FLAG_LOW_PROFILE, mLowProfile); } /** * Controls {@link android.view.WindowManager.LayoutParams#FLAG_FULLSCREEN} * on the dream's window. * * @param fullscreen If true, the fullscreen flag will be set; else it * will be cleared. */ public void setFullscreen(boolean fullscreen) { if (mFullscreen != fullscreen) { mFullscreen = fullscreen; int flag = WindowManager.LayoutParams.FLAG_FULLSCREEN; applyWindowFlags(mFullscreen ? flag : 0, flag); } } /** * Returns whether or not this dream is in fullscreen mode. Defaults to false. * * @see #setFullscreen(boolean) */ public boolean isFullscreen() { return mFullscreen; } /** * Marks this dream as keeping the screen bright while dreaming. * * @param screenBright True to keep the screen bright while dreaming. */ public void setScreenBright(boolean screenBright) { if (mScreenBright != screenBright) { mScreenBright = screenBright; int flag = WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON; applyWindowFlags(mScreenBright ? flag : 0, flag); } } /** * Returns whether or not this dream keeps the screen bright while dreaming. * Defaults to false, allowing the screen to dim if necessary. * * @see #setScreenBright(boolean) */ public boolean isScreenBright() { return getWindowFlagValue(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, mScreenBright); } /** * Marks this dream as windowless. Only available to doze dreams. * * @hide */ public void setWindowless(boolean windowless) { mWindowless = windowless; } /** * Returns whether or not this dream is windowless. Only available to doze dreams. * * @hide */ public boolean isWindowless() { return mWindowless; } /** * Returns true if this dream is allowed to doze. ** The value returned by this method is only meaningful when the dream has started. *
* * @return True if this dream can doze. * @see #startDozing * @hide For use by system UI components only. */ public boolean canDoze() { return mCanDoze; } /** * Starts dozing, entering a deep dreamy sleep. ** Dozing enables the system to conserve power while the user is not actively interacting * with the device. While dozing, the display will remain on in a low-power state * and will continue to show its previous contents but the application processor and * other system components will be allowed to suspend when possible. *
* While the application processor is suspended, the dream may stop executing code * for long periods of time. Prior to being suspended, the dream may schedule periodic * wake-ups to render new content by scheduling an alarm with the {@link AlarmManager}. * The dream may also keep the CPU awake by acquiring a * {@link android.os.PowerManager#PARTIAL_WAKE_LOCK partial wake lock} when necessary. * Note that since the purpose of doze mode is to conserve power (especially when * running on battery), the dream should not wake the CPU very often or keep it * awake for very long. *
* It is a good idea to call this method some time after the dream's entry animation * has completed and the dream is ready to doze. It is important to completely * finish all of the work needed before dozing since the application processor may * be suspended at any moment once this method is called unless other wake locks * are being held. *
* Call {@link #stopDozing} or {@link #finish} to stop dozing. *
* * @see #stopDozing * @hide For use by system UI components only. */ public void startDozing() { if (mCanDoze && !mDozing) { mDozing = true; updateDoze(); } } private void updateDoze() { if (mDozing) { try { mSandman.startDozing(mWindowToken, mDozeScreenState, mDozeScreenBrightness); } catch (RemoteException ex) { // system server died } } } /** * Stops dozing, returns to active dreaming. ** This method reverses the effect of {@link #startDozing}. From this moment onward, * the application processor will be kept awake as long as the dream is running * or until the dream starts dozing again. *
* * @see #startDozing * @hide For use by system UI components only. */ public void stopDozing() { if (mDozing) { mDozing = false; try { mSandman.stopDozing(mWindowToken); } catch (RemoteException ex) { // system server died } } } /** * Returns true if the dream will allow the system to enter a low-power state while * it is running without actually turning off the screen. Defaults to false, * keeping the application processor awake while the dream is running. * * @return True if the dream is dozing. * * @see #setDozing(boolean) * @hide For use by system UI components only. */ public boolean isDozing() { return mDozing; } /** * Gets the screen state to use while dozing. * * @return The screen state to use while dozing, such as {@link Display#STATE_ON}, * {@link Display#STATE_DOZE}, {@link Display#STATE_DOZE_SUSPEND}, * or {@link Display#STATE_OFF}, or {@link Display#STATE_UNKNOWN} for the default * behavior. * * @see #setDozeScreenState * @hide For use by system UI components only. */ public int getDozeScreenState() { return mDozeScreenState; } /** * Sets the screen state to use while dozing. ** The value of this property determines the power state of the primary display * once {@link #startDozing} has been called. The default value is * {@link Display#STATE_UNKNOWN} which lets the system decide. * The dream may set a different state before starting to doze and may * perform transitions between states while dozing to conserve power and * achieve various effects. *
* It is recommended that the state be set to {@link Display#STATE_DOZE_SUSPEND} * once the dream has completely finished drawing and before it releases its wakelock * to allow the display hardware to be fully suspended. While suspended, the * display will preserve its on-screen contents or hand off control to dedicated * doze hardware if the devices supports it. If the doze suspend state is * used, the dream must make sure to set the mode back * to {@link Display#STATE_DOZE} or {@link Display#STATE_ON} before drawing again * since the display updates may be ignored and not seen by the user otherwise. *
* The set of available display power states and their behavior while dozing is * hardware dependent and may vary across devices. The dream may therefore * need to be modified or configured to correctly support the hardware. *
* * @param state The screen state to use while dozing, such as {@link Display#STATE_ON}, * {@link Display#STATE_DOZE}, {@link Display#STATE_DOZE_SUSPEND}, * or {@link Display#STATE_OFF}, or {@link Display#STATE_UNKNOWN} for the default * behavior. * * @hide For use by system UI components only. */ public void setDozeScreenState(int state) { if (mDozeScreenState != state) { mDozeScreenState = state; updateDoze(); } } /** * Gets the screen brightness to use while dozing. * * @return The screen brightness while dozing as a value between * {@link PowerManager#BRIGHTNESS_OFF} (0) and {@link PowerManager#BRIGHTNESS_ON} (255), * or {@link PowerManager#BRIGHTNESS_DEFAULT} (-1) to ask the system to apply * its default policy based on the screen state. * * @see #setDozeScreenBrightness * @hide For use by system UI components only. */ public int getDozeScreenBrightness() { return mDozeScreenBrightness; } /** * Sets the screen brightness to use while dozing. ** The value of this property determines the power state of the primary display * once {@link #startDozing} has been called. The default value is * {@link PowerManager#BRIGHTNESS_DEFAULT} which lets the system decide. * The dream may set a different brightness before starting to doze and may adjust * the brightness while dozing to conserve power and achieve various effects. *
* Note that dream may specify any brightness in the full 0-255 range, including * values that are less than the minimum value for manual screen brightness * adjustments by the user. In particular, the value may be set to 0 which may * turn off the backlight entirely while still leaving the screen on although * this behavior is device dependent and not guaranteed. *
* The available range of display brightness values and their behavior while dozing is * hardware dependent and may vary across devices. The dream may therefore * need to be modified or configured to correctly support the hardware. *
* * @param brightness The screen brightness while dozing as a value between * {@link PowerManager#BRIGHTNESS_OFF} (0) and {@link PowerManager#BRIGHTNESS_ON} (255), * or {@link PowerManager#BRIGHTNESS_DEFAULT} (-1) to ask the system to apply * its default policy based on the screen state. * * @hide For use by system UI components only. */ public void setDozeScreenBrightness(int brightness) { if (brightness != PowerManager.BRIGHTNESS_DEFAULT) { brightness = clampAbsoluteBrightness(brightness); } if (mDozeScreenBrightness != brightness) { mDozeScreenBrightness = brightness; updateDoze(); } } /** * Called when this Dream is constructed. */ @Override public void onCreate() { if (mDebug) Slog.v(TAG, "onCreate()"); super.onCreate(); } /** * Called when the dream's window has been created and is visible and animation may now begin. */ public void onDreamingStarted() { if (mDebug) Slog.v(TAG, "onDreamingStarted()"); // hook for subclasses } /** * Called when this Dream is stopped, either by external request or by calling finish(), * before the window has been removed. */ public void onDreamingStopped() { if (mDebug) Slog.v(TAG, "onDreamingStopped()"); // hook for subclasses } /** * Called when the dream is being asked to stop itself and wake. ** The default implementation simply calls {@link #finish} which ends the dream * immediately. Subclasses may override this function to perform a smooth exit * transition then call {@link #finish} afterwards. *
* Note that the dream will only be given a short period of time (currently about * five seconds) to wake up. If the dream does not finish itself in a timely manner * then the system will forcibly finish it once the time allowance is up. *
*/ public void onWakeUp() { finish(); } /** {@inheritDoc} */ @Override public final IBinder onBind(Intent intent) { if (mDebug) Slog.v(TAG, "onBind() intent = " + intent); return new DreamServiceWrapper(); } /** * Stops the dream and detaches from the window. ** When the dream ends, the system will be allowed to go to sleep fully unless there * is a reason for it to be awake such as recent user activity or wake locks being held. *
*/ public final void finish() { if (mDebug) Slog.v(TAG, "finish(): mFinished=" + mFinished); if (!mFinished) { mFinished = true; if (mWindowToken == null) { Slog.w(TAG, "Finish was called before the dream was attached."); } else { try { mSandman.finishSelf(mWindowToken, true /*immediate*/); } catch (RemoteException ex) { // system server died } } stopSelf(); // if launched via any other means } } /** * Wakes the dream up gently. ** Calls {@link #onWakeUp} to give the dream a chance to perform an exit transition. * When the transition is over, the dream should call {@link #finish}. *
*/ public final void wakeUp() { wakeUp(false); } private void wakeUp(boolean fromSystem) { if (mDebug) Slog.v(TAG, "wakeUp(): fromSystem=" + fromSystem + ", mWaking=" + mWaking + ", mFinished=" + mFinished); if (!mWaking && !mFinished) { mWaking = true; // As a minor optimization, invoke the callback first in case it simply // calls finish() immediately so there wouldn't be much point in telling // the system that we are finishing the dream gently. onWakeUp(); // Now tell the system we are waking gently, unless we already told // it we were finishing immediately. if (!fromSystem && !mFinished) { if (mWindowToken == null) { Slog.w(TAG, "WakeUp was called before the dream was attached."); } else { try { mSandman.finishSelf(mWindowToken, false /*immediate*/); } catch (RemoteException ex) { // system server died } } } } } /** {@inheritDoc} */ @Override public void onDestroy() { if (mDebug) Slog.v(TAG, "onDestroy()"); // hook for subclasses // Just in case destroy came in before detach, let's take care of that now detach(); super.onDestroy(); } // end public api /** * Called by DreamController.stopDream() when the Dream is about to be unbound and destroyed. * * Must run on mHandler. */ private final void detach() { if (mStarted) { if (mDebug) Slog.v(TAG, "detach(): Calling onDreamingStopped()"); mStarted = false; onDreamingStopped(); } if (mWindow != null) { // force our window to be removed synchronously if (mDebug) Slog.v(TAG, "detach(): Removing window from window manager"); mWindow.getWindowManager().removeViewImmediate(mWindow.getDecorView()); mWindow = null; } if (mWindowToken != null) { // the following will print a log message if it finds any other leaked windows WindowManagerGlobal.getInstance().closeAll(mWindowToken, this.getClass().getName(), "Dream"); mWindowToken = null; mCanDoze = false; } } /** * Called when the Dream is ready to be shown. * * Must run on mHandler. * * @param windowToken A window token that will allow a window to be created in the correct layer. */ private final void attach(IBinder windowToken, boolean canDoze) { if (mWindowToken != null) { Slog.e(TAG, "attach() called when already attached with token=" + mWindowToken); return; } if (mFinished || mWaking) { Slog.w(TAG, "attach() called after dream already finished"); try { mSandman.finishSelf(windowToken, true /*immediate*/); } catch (RemoteException ex) { // system server died } return; } mWindowToken = windowToken; mCanDoze = canDoze; if (mWindowless && !mCanDoze) { throw new IllegalStateException("Only doze dreams can be windowless"); } if (!mWindowless) { mWindow = new PhoneWindow(this); mWindow.setCallback(this); mWindow.requestFeature(Window.FEATURE_NO_TITLE); mWindow.setBackgroundDrawable(new ColorDrawable(0xFF000000)); mWindow.setFormat(PixelFormat.OPAQUE); if (mDebug) Slog.v(TAG, String.format("Attaching window token: %s to window of type %s", windowToken, WindowManager.LayoutParams.TYPE_DREAM)); WindowManager.LayoutParams lp = mWindow.getAttributes(); lp.type = WindowManager.LayoutParams.TYPE_DREAM; lp.token = windowToken; lp.windowAnimations = com.android.internal.R.style.Animation_Dream; lp.flags |= ( WindowManager.LayoutParams.FLAG_LAYOUT_IN_SCREEN | WindowManager.LayoutParams.FLAG_LAYOUT_INSET_DECOR | WindowManager.LayoutParams.FLAG_SHOW_WHEN_LOCKED | WindowManager.LayoutParams.FLAG_DISMISS_KEYGUARD | WindowManager.LayoutParams.FLAG_ALLOW_LOCK_WHILE_SCREEN_ON | (mFullscreen ? WindowManager.LayoutParams.FLAG_FULLSCREEN : 0) | (mScreenBright ? WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON : 0) ); mWindow.setAttributes(lp); // Workaround: Currently low-profile and in-window system bar backgrounds don't go // along well. Dreams usually don't need such bars anyways, so disable them by default. mWindow.clearFlags(WindowManager.LayoutParams.FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS); mWindow.setWindowManager(null, windowToken, "dream", true); applySystemUiVisibilityFlags( (mLowProfile ? View.SYSTEM_UI_FLAG_LOW_PROFILE : 0), View.SYSTEM_UI_FLAG_LOW_PROFILE); try { getWindowManager().addView(mWindow.getDecorView(), mWindow.getAttributes()); } catch (WindowManager.BadTokenException ex) { // This can happen because the dream manager service will remove the token // immediately without necessarily waiting for the dream to start. // We should receive a finish message soon. Slog.i(TAG, "attach() called after window token already removed, dream will " + "finish soon"); mWindow = null; return; } } // We need to defer calling onDreamingStarted until after onWindowAttached, // which is posted to the handler by addView, so we post onDreamingStarted // to the handler also. Need to watch out here in case detach occurs before // this callback is invoked. mHandler.post(new Runnable() { @Override public void run() { if (mWindow != null || mWindowless) { if (mDebug) Slog.v(TAG, "Calling onDreamingStarted()"); mStarted = true; onDreamingStarted(); } } }); } private boolean getWindowFlagValue(int flag, boolean defaultValue) { return mWindow == null ? defaultValue : (mWindow.getAttributes().flags & flag) != 0; } private void applyWindowFlags(int flags, int mask) { if (mWindow != null) { WindowManager.LayoutParams lp = mWindow.getAttributes(); lp.flags = applyFlags(lp.flags, flags, mask); mWindow.setAttributes(lp); mWindow.getWindowManager().updateViewLayout(mWindow.getDecorView(), lp); } } private boolean getSystemUiVisibilityFlagValue(int flag, boolean defaultValue) { View v = mWindow == null ? null : mWindow.getDecorView(); return v == null ? defaultValue : (v.getSystemUiVisibility() & flag) != 0; } private void applySystemUiVisibilityFlags(int flags, int mask) { View v = mWindow == null ? null : mWindow.getDecorView(); if (v != null) { v.setSystemUiVisibility(applyFlags(v.getSystemUiVisibility(), flags, mask)); } } private int applyFlags(int oldFlags, int flags, int mask) { return (oldFlags&~mask) | (flags&mask); } @Override protected void dump(final FileDescriptor fd, PrintWriter pw, final String[] args) { DumpUtils.dumpAsync(mHandler, new Dump() { @Override public void dump(PrintWriter pw, String prefix) { dumpOnHandler(fd, pw, args); } }, pw, "", 1000); } /** @hide */ protected void dumpOnHandler(FileDescriptor fd, PrintWriter pw, String[] args) { pw.print(TAG + ": "); if (mWindowToken == null) { pw.println("stopped"); } else { pw.println("running (token=" + mWindowToken + ")"); } pw.println(" window: " + mWindow); pw.print(" flags:"); if (isInteractive()) pw.print(" interactive"); if (isLowProfile()) pw.print(" lowprofile"); if (isFullscreen()) pw.print(" fullscreen"); if (isScreenBright()) pw.print(" bright"); if (isWindowless()) pw.print(" windowless"); if (isDozing()) pw.print(" dozing"); else if (canDoze()) pw.print(" candoze"); pw.println(); if (canDoze()) { pw.println(" doze screen state: " + Display.stateToString(mDozeScreenState)); pw.println(" doze screen brightness: " + mDozeScreenBrightness); } } private static int clampAbsoluteBrightness(int value) { return MathUtils.constrain(value, PowerManager.BRIGHTNESS_OFF, PowerManager.BRIGHTNESS_ON); } private final class DreamServiceWrapper extends IDreamService.Stub { @Override public void attach(final IBinder windowToken, final boolean canDoze) { mHandler.post(new Runnable() { @Override public void run() { DreamService.this.attach(windowToken, canDoze); } }); } @Override public void detach() { mHandler.post(new Runnable() { @Override public void run() { DreamService.this.detach(); } }); } @Override public void wakeUp() { mHandler.post(new Runnable() { @Override public void run() { DreamService.this.wakeUp(true /*fromSystem*/); } }); } } }