307 lines
11 KiB
Java
307 lines
11 KiB
Java
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/*
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* Copyright (C) 2021 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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package android.app;
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import android.Manifest;
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import android.annotation.IntDef;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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import android.annotation.RequiresPermission;
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import android.annotation.SystemApi;
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import android.annotation.SystemService;
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import android.annotation.TestApi;
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import android.annotation.UserHandleAware;
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import android.content.Context;
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import android.content.pm.ApplicationInfo;
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import android.content.pm.PackageManager;
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import android.os.Build;
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import android.os.Handler;
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import android.os.RemoteException;
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import android.os.ServiceManager;
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import android.os.ServiceManager.ServiceNotFoundException;
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import java.lang.annotation.Retention;
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import java.lang.annotation.RetentionPolicy;
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/**
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* The GameManager allows system apps to modify and query the game mode of apps.
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*/
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@SystemService(Context.GAME_SERVICE)
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public final class GameManager {
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private static final String TAG = "GameManager";
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private final @Nullable Context mContext;
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private final IGameManagerService mService;
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/** @hide */
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@IntDef(flag = false, prefix = {"GAME_MODE_"}, value = {
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GAME_MODE_UNSUPPORTED, // 0
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GAME_MODE_STANDARD, // 1
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GAME_MODE_PERFORMANCE, // 2
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GAME_MODE_BATTERY, // 3
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GAME_MODE_CUSTOM, // 4
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})
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@Retention(RetentionPolicy.SOURCE)
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public @interface GameMode {
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}
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/**
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* Game mode is not supported for this application.
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*/
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public static final int GAME_MODE_UNSUPPORTED = 0;
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/**
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* Standard game mode means the platform will use the game's default
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* performance characteristics.
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*/
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public static final int GAME_MODE_STANDARD = 1;
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/**
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* Performance game mode maximizes the game's performance.
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* <p>
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* This game mode is highly likely to increase battery consumption.
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*/
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public static final int GAME_MODE_PERFORMANCE = 2;
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/**
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* Battery game mode will save battery and give longer game play time.
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*/
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public static final int GAME_MODE_BATTERY = 3;
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/**
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* Custom game mode that has user-provided configuration overrides.
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* <p>
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* Custom game mode is expected to be handled only by the platform using users'
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* preferred config. It is currently not allowed to opt in custom mode in game mode XML file nor
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* expected to perform app-based optimizations when activated.
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*/
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public static final int GAME_MODE_CUSTOM = 4;
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GameManager(Context context, Handler handler) throws ServiceNotFoundException {
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mContext = context;
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mService = IGameManagerService.Stub.asInterface(
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ServiceManager.getServiceOrThrow(Context.GAME_SERVICE));
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}
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/**
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* Return the user selected game mode for this application.
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* <p>
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* An application can use <code>android:isGame="true"</code> or
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* <code>android:appCategory="game"</code> to indicate that the application is a game. If an
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* application is not a game, always return {@link #GAME_MODE_UNSUPPORTED}.
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* <p>
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* Developers should call this API every time the application is resumed.
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* <p>
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* If a game's <code>targetSdkVersion</code> is {@link android.os.Build.VERSION_CODES#TIRAMISU}
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* or lower, and when the game mode is set to {@link #GAME_MODE_CUSTOM} which is available in
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* {@link android.os.Build.VERSION_CODES#UPSIDE_DOWN_CAKE} or newer, this API will return
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* {@link #GAME_MODE_STANDARD} instead for backward compatibility.
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*/
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public @GameMode int getGameMode() {
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return getGameModeImpl(mContext.getPackageName(),
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mContext.getApplicationInfo().targetSdkVersion);
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}
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/**
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* Gets the game mode for the given package.
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* <p>
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* The caller must have {@link android.Manifest.permission#MANAGE_GAME_MODE}.
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* <p>
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* Also see {@link #getGameMode()} on how it handles SDK version compatibility.
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*
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* @hide
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*/
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@TestApi
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@UserHandleAware
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public @GameMode int getGameMode(@NonNull String packageName) {
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final int targetSdkVersion;
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try {
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final ApplicationInfo applicationInfo = mContext.getPackageManager().getApplicationInfo(
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packageName, PackageManager.ApplicationInfoFlags.of(0));
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targetSdkVersion = applicationInfo.targetSdkVersion;
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} catch (PackageManager.NameNotFoundException ex) {
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return GAME_MODE_UNSUPPORTED;
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}
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return getGameModeImpl(packageName, targetSdkVersion);
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}
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// This target SDK version check can be performed against any game by a privileged app, and
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// we don't want a binder call each time to check on behalf of an app using CompatChange.
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@SuppressWarnings("AndroidFrameworkCompatChange")
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private @GameMode int getGameModeImpl(@NonNull String packageName, int targetSdkVersion) {
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final int gameMode;
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try {
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gameMode = mService.getGameMode(packageName,
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mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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if (gameMode == GAME_MODE_CUSTOM && targetSdkVersion <= Build.VERSION_CODES.TIRAMISU) {
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return GAME_MODE_STANDARD;
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}
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return gameMode;
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}
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/**
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* Returns the {@link GameModeInfo} associated with the game associated with
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* the given {@code packageName}. If the given package is not a game, {@code null} is
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* always returned.
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* <p>
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* An application can use <code>android:isGame="true"</code> or
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* <code>android:appCategory="game"</code> to indicate that the application is a game.
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* If the manifest doesn't define a category, the category can also be
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* provided by the installer via
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* {@link android.content.pm.PackageManager#setApplicationCategoryHint(String, int)}.
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* <p>
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*
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* @hide
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*/
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@SystemApi
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@UserHandleAware
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public @Nullable GameModeInfo getGameModeInfo(@NonNull String packageName) {
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try {
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return mService.getGameModeInfo(packageName, mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Sets the game mode for the given package.
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* <p>
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* The caller must have {@link android.Manifest.permission#MANAGE_GAME_MODE}.
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* <p>
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* Setting the game mode on a non-game application or setting a game to
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* {@link #GAME_MODE_UNSUPPORTED} will have no effect.
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* @hide
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*/
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@SystemApi
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@UserHandleAware
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public void setGameMode(@NonNull String packageName, @GameMode int gameMode) {
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try {
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mService.setGameMode(packageName, gameMode, mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Returns a list of supported game modes for a given package.
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* <p>
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* The caller must have {@link android.Manifest.permission#MANAGE_GAME_MODE}.
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*
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* @hide
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*/
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public @GameMode int[] getAvailableGameModes(@NonNull String packageName) {
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try {
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return mService.getAvailableGameModes(packageName, mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Returns if ANGLE is enabled for a given package and user ID.
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* <p>
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* ANGLE (Almost Native Graphics Layer Engine) can translate OpenGL ES commands to Vulkan
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* commands. Enabling ANGLE may improve the performance and/or reduce the power consumption of
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* applications.
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* The caller must have {@link android.Manifest.permission#MANAGE_GAME_MODE}.
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*
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* @hide
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*/
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@TestApi
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public boolean isAngleEnabled(@NonNull String packageName) {
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try {
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return mService.isAngleEnabled(packageName, mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Set up the automatic power boost if appropriate.
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*
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* @hide
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*/
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public void notifyGraphicsEnvironmentSetup() {
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try {
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mService.notifyGraphicsEnvironmentSetup(
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mContext.getPackageName(), mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Called by games to communicate the current state to the platform.
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* @param gameState An object set to the current state.
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*/
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public void setGameState(@NonNull GameState gameState) {
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try {
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mService.setGameState(mContext.getPackageName(), gameState, mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Sets the game service provider to the given package name for test only.
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*
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* <p>Passing in {@code null} will clear a previously set value.
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* @hide
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*/
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@TestApi
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public void setGameServiceProvider(@Nullable String packageName) {
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try {
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mService.setGameServiceProvider(packageName);
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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/**
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* Updates the config for the game's {@link #GAME_MODE_CUSTOM} mode.
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* <p>
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* The caller must have {@link android.Manifest.permission#MANAGE_GAME_MODE}.
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*
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* @param packageName The package name of the game to update
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* @param gameModeConfig The configuration to use for game mode interventions
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* @hide
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*/
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@SystemApi
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@UserHandleAware
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@RequiresPermission(Manifest.permission.MANAGE_GAME_MODE)
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public void updateCustomGameModeConfiguration(@NonNull String packageName,
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@NonNull GameModeConfiguration gameModeConfig) {
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try {
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mService.updateCustomGameModeConfiguration(packageName, gameModeConfig,
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mContext.getUserId());
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} catch (RemoteException e) {
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throw e.rethrowFromSystemServer();
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}
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}
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}
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