/* * Copyright (C) 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.os; import android.annotation.CallbackExecutor; import android.annotation.IntDef; import android.annotation.NonNull; import android.annotation.Nullable; import android.annotation.RequiresPermission; import android.annotation.SystemApi; import android.annotation.SystemService; import android.annotation.TestApi; import android.app.ActivityThread; import android.compat.annotation.UnsupportedAppUsage; import android.content.Context; import android.content.res.Resources; import android.hardware.vibrator.IVibrator; import android.media.AudioAttributes; import android.os.vibrator.VibrationConfig; import android.os.vibrator.VibratorFrequencyProfile; import android.util.Log; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.util.concurrent.Executor; /** * Class that operates the vibrator on the device. *
* If your process exits, any vibration you started will stop. *
*/ @SystemService(Context.VIBRATOR_SERVICE) public abstract class Vibrator { private static final String TAG = "Vibrator"; /** * Vibration intensity: no vibrations. * * @hide */ @TestApi public static final int VIBRATION_INTENSITY_OFF = 0; /** * Vibration intensity: low. * * @hide */ @TestApi public static final int VIBRATION_INTENSITY_LOW = 1; /** * Vibration intensity: medium. * * @hide */ @TestApi public static final int VIBRATION_INTENSITY_MEDIUM = 2; /** * Vibration intensity: high. * * @hide */ @TestApi public static final int VIBRATION_INTENSITY_HIGH = 3; /** * Vibration effect support: unknown * *The hardware doesn't report its supported effects, so we can't determine whether the * effect is supported or not. */ public static final int VIBRATION_EFFECT_SUPPORT_UNKNOWN = 0; /** * Vibration effect support: supported * *
This effect is supported by the underlying hardware. */ public static final int VIBRATION_EFFECT_SUPPORT_YES = 1; /** * Vibration effect support: unsupported * *
This effect is not natively supported by the underlying hardware, although * the system may still play a fallback vibration. */ public static final int VIBRATION_EFFECT_SUPPORT_NO = 2; /** @hide */ @Retention(RetentionPolicy.SOURCE) @IntDef(prefix = {"VIBRATION_EFFECT_SUPPORT_"}, value = { VIBRATION_EFFECT_SUPPORT_UNKNOWN, VIBRATION_EFFECT_SUPPORT_YES, VIBRATION_EFFECT_SUPPORT_NO, }) public @interface VibrationEffectSupport {} /** @hide */ @Retention(RetentionPolicy.SOURCE) @IntDef(prefix = {"VIBRATION_INTENSITY_"}, value = { VIBRATION_INTENSITY_OFF, VIBRATION_INTENSITY_LOW, VIBRATION_INTENSITY_MEDIUM, VIBRATION_INTENSITY_HIGH }) public @interface VibrationIntensity { } private final String mPackageName; @Nullable private final Resources mResources; // This is lazily loaded only for the few clients that need this (e. Settings app). @Nullable private volatile VibrationConfig mVibrationConfig; /** * @hide to prevent subclassing from outside of the framework */ @UnsupportedAppUsage public Vibrator() { mPackageName = ActivityThread.currentPackageName(); mResources = null; } /** * @hide to prevent subclassing from outside of the framework */ protected Vibrator(Context context) { mPackageName = context.getOpPackageName(); mResources = context.getResources(); } /** * Get the info describing this vibrator. * * @hide */ public VibratorInfo getInfo() { return VibratorInfo.EMPTY_VIBRATOR_INFO; } /** Get the static vibrator configuration from config.xml. */ private VibrationConfig getConfig() { if (mVibrationConfig == null) { Resources resources = mResources; if (resources == null) { final Context ctx = ActivityThread.currentActivityThread().getSystemContext(); resources = ctx != null ? ctx.getResources() : null; } // This might be constructed more than once, but it only loads static config data from a // xml file, so it would be ok. mVibrationConfig = new VibrationConfig(resources); } return mVibrationConfig; } /** * Get the default vibration intensity for given usage. * * @hide */ @TestApi @VibrationIntensity public int getDefaultVibrationIntensity(@VibrationAttributes.Usage int usage) { return getConfig().getDefaultVibrationIntensity(usage); } /** * Whether the keyboard vibration is enabled by default. * * @return {@code true} if the keyboard vibration is default enabled, {@code false} otherwise. * @hide */ public boolean isDefaultKeyboardVibrationEnabled() { return getConfig().isDefaultKeyboardVibrationEnabled(); } /** * Return the ID of this vibrator. * * @return A non-negative integer representing the id of the vibrator controlled by this * service, or -1 this service is not attached to any physical vibrator. */ public int getId() { return getInfo().getId(); } /** * Check whether the hardware has a vibrator. * * @return True if the hardware has a vibrator, else false. */ public abstract boolean hasVibrator(); /** * Check whether the vibrator has amplitude control. * * @return True if the hardware can control the amplitude of the vibrations, otherwise false. */ public abstract boolean hasAmplitudeControl(); /** * Check whether the vibrator has independent frequency control. * * @return True if the hardware can control the frequency of the vibrations independently of * the vibration amplitude, false otherwise. * @hide */ @TestApi public boolean hasFrequencyControl() { return getInfo().hasFrequencyControl(); } /** * Checks whether or not the vibrator supports all components of a given {@link VibrationEffect} * (i.e. the vibrator can play the given effect as intended). * *
If this method returns {@code true}, then the VibrationEffect should play as expected. * If {@code false}, playing the VibrationEffect might still make a vibration, but the vibration * may be significantly degraded from the intention. * *
This method aggregates the results of feature check methods such as * {@link #hasAmplitudeControl}, {@link #areAllPrimitivesSupported(int...)}, etc, depending * on the features that are actually used by the VibrationEffect. * * @param effect the {@link VibrationEffect} to check if it is supported * @return {@code true} if the vibrator can play the given {@code effect} as intended, * {@code false} otherwise. * * @hide */ public boolean areVibrationFeaturesSupported(@NonNull VibrationEffect effect) { return getInfo().areVibrationFeaturesSupported(effect); } /** * Check whether the vibrator can be controlled by an external service with the * {@link IExternalVibratorService}. * * @return True if the hardware can be controlled by an external service, otherwise false. * @hide */ public boolean hasExternalControl() { return getInfo().hasCapability(IVibrator.CAP_EXTERNAL_CONTROL); } /** * Gets the resonant frequency of the vibrator, if applicable. * * @return the resonant frequency of the vibrator, or {@link Float#NaN NaN} if it's unknown, not * applicable, or if this vibrator is a composite of multiple physical devices with different * frequencies. */ public float getResonantFrequency() { return getInfo().getResonantFrequencyHz(); } /** * Gets the Q factor of the vibrator. * * @return the Q factor of the vibrator, or {@link Float#NaN NaN} if it's unknown, not * applicable, or if this vibrator is a composite of multiple physical devices with different * Q factors. */ public float getQFactor() { return getInfo().getQFactor(); } /** * Gets the profile that describes the vibrator output across the supported frequency range. * *
The profile describes the relative output acceleration that the device can reach when it * vibrates at different frequencies. * * @return The frequency profile for this vibrator, or null if the vibrator does not have * frequency control. If this vibrator is a composite of multiple physical devices then this * will return a profile supported in all devices, or null if the intersection is empty or not * available. * @hide */ @TestApi @Nullable public VibratorFrequencyProfile getFrequencyProfile() { VibratorInfo.FrequencyProfile frequencyProfile = getInfo().getFrequencyProfile(); if (frequencyProfile.isEmpty()) { return null; } return new VibratorFrequencyProfile(frequencyProfile); } /** * Return the maximum amplitude the vibrator can play using the audio haptic channels. * *
This is a positive value, or {@link Float#NaN NaN} if it's unknown. If this returns a
* positive value maxAmplitude
, then the signals from the haptic channels of audio
* tracks should be in the range [-maxAmplitude, maxAmplitude]
.
*
* @return a positive value representing the maximum absolute value the device can play signals
* from audio haptic channels, or {@link Float#NaN NaN} if it's unknown.
* @hide
*/
public float getHapticChannelMaximumAmplitude() {
return getConfig().getHapticChannelMaximumAmplitude();
}
/**
* Configure an always-on haptics effect.
*
* @param alwaysOnId The board-specific always-on ID to configure.
* @param effect Vibration effect to assign to always-on id. Passing null will disable it.
* @param attributes {@link VibrationAttributes} corresponding to the vibration. For example,
* specify {@link VibrationAttributes#USAGE_ALARM} for alarm vibrations or
* {@link VibrationAttributes#USAGE_RINGTONE} for vibrations associated with
* incoming calls. May only be null when effect is null.
* @hide
*/
@RequiresPermission(android.Manifest.permission.VIBRATE_ALWAYS_ON)
public boolean setAlwaysOnEffect(int alwaysOnId, @Nullable VibrationEffect effect,
@Nullable VibrationAttributes attributes) {
return setAlwaysOnEffect(Process.myUid(), mPackageName, alwaysOnId, effect, attributes);
}
/**
* @hide
*/
@RequiresPermission(android.Manifest.permission.VIBRATE_ALWAYS_ON)
public boolean setAlwaysOnEffect(int uid, String opPkg, int alwaysOnId,
@Nullable VibrationEffect effect, @Nullable VibrationAttributes attributes) {
Log.w(TAG, "Always-on effects aren't supported");
return false;
}
/**
* Vibrate constantly for the specified period of time.
*
*
The app should be in the foreground for the vibration to happen.
* * @param milliseconds The number of milliseconds to vibrate. * @deprecated Use {@link #vibrate(VibrationEffect)} instead. */ @Deprecated @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(long milliseconds) { vibrate(milliseconds, null); } /** * Vibrate constantly for the specified period of time. * *The app should be in the foreground for the vibration to happen. Background apps should * specify a ringtone, notification or alarm usage in order to vibrate.
* * @param milliseconds The number of milliseconds to vibrate. * @param attributes {@link AudioAttributes} corresponding to the vibration. For example, * specify {@link AudioAttributes#USAGE_ALARM} for alarm vibrations or * {@link AudioAttributes#USAGE_NOTIFICATION_RINGTONE} for * vibrations associated with incoming calls. * @deprecated Use {@link #vibrate(VibrationEffect, VibrationAttributes)} instead. */ @Deprecated @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(long milliseconds, AudioAttributes attributes) { try { // This ignores all exceptions to stay compatible with pre-O implementations. VibrationEffect effect = VibrationEffect.createOneShot(milliseconds, VibrationEffect.DEFAULT_AMPLITUDE); vibrate(effect, attributes); } catch (IllegalArgumentException iae) { Log.e(TAG, "Failed to create VibrationEffect", iae); } } /** * Vibrate with a given pattern. * ** Pass in an array of ints that are the durations for which to turn on or off * the vibrator in milliseconds. The first value indicates the number of milliseconds * to wait before turning the vibrator on. The next value indicates the number of milliseconds * for which to keep the vibrator on before turning it off. Subsequent values alternate * between durations in milliseconds to turn the vibrator off or to turn the vibrator on. *
* To cause the pattern to repeat, pass the index into the pattern array at which * to start the repeat, or -1 to disable repeating. *
* *The app should be in the foreground for the vibration to happen.
* * @param pattern an array of longs of times for which to turn the vibrator on or off. * @param repeat the index into pattern at which to repeat, or -1 if * you don't want to repeat. * @deprecated Use {@link #vibrate(VibrationEffect)} instead. */ @Deprecated @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(long[] pattern, int repeat) { vibrate(pattern, repeat, null); } /** * Vibrate with a given pattern. * ** Pass in an array of ints that are the durations for which to turn on or off * the vibrator in milliseconds. The first value indicates the number of milliseconds * to wait before turning the vibrator on. The next value indicates the number of milliseconds * for which to keep the vibrator on before turning it off. Subsequent values alternate * between durations in milliseconds to turn the vibrator off or to turn the vibrator on. *
* To cause the pattern to repeat, pass the index into the pattern array at which * to start the repeat, or -1 to disable repeating. *
* *The app should be in the foreground for the vibration to happen. Background apps should * specify a ringtone, notification or alarm usage in order to vibrate.
* * @param pattern an array of longs of times for which to turn the vibrator on or off. * @param repeat the index into pattern at which to repeat, or -1 if * you don't want to repeat. * @param attributes {@link AudioAttributes} corresponding to the vibration. For example, * specify {@link AudioAttributes#USAGE_ALARM} for alarm vibrations or * {@link AudioAttributes#USAGE_NOTIFICATION_RINGTONE} for * vibrations associated with incoming calls. * @deprecated Use {@link #vibrate(VibrationEffect, VibrationAttributes)} instead. */ @Deprecated @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(long[] pattern, int repeat, AudioAttributes attributes) { // This call needs to continue throwing ArrayIndexOutOfBoundsException but ignore all other // exceptions for compatibility purposes if (repeat < -1 || repeat >= pattern.length) { Log.e(TAG, "vibrate called with repeat index out of bounds" + " (pattern.length=" + pattern.length + ", index=" + repeat + ")"); throw new ArrayIndexOutOfBoundsException(); } try { vibrate(VibrationEffect.createWaveform(pattern, repeat), attributes); } catch (IllegalArgumentException iae) { Log.e(TAG, "Failed to create VibrationEffect", iae); } } /** * Vibrate with a given effect. * *The app should be in the foreground for the vibration to happen.
* * @param vibe {@link VibrationEffect} describing the vibration to be performed. */ @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(VibrationEffect vibe) { vibrate(vibe, new VibrationAttributes.Builder().build()); } /** * Vibrate with a given effect. * *The app should be in the foreground for the vibration to happen. Background apps should * specify a ringtone, notification or alarm usage in order to vibrate.
* * @param vibe {@link VibrationEffect} describing the vibration to be performed. * @param attributes {@link AudioAttributes} corresponding to the vibration. For example, * specify {@link AudioAttributes#USAGE_ALARM} for alarm vibrations or * {@link AudioAttributes#USAGE_NOTIFICATION_RINGTONE} for * vibrations associated with incoming calls. * @deprecated Use {@link #vibrate(VibrationEffect, VibrationAttributes)} instead. */ @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(VibrationEffect vibe, AudioAttributes attributes) { vibrate(vibe, attributes == null ? new VibrationAttributes.Builder().build() : new VibrationAttributes.Builder(attributes).build()); } /** * Vibrate with a given effect. * *The app should be in the foreground for the vibration to happen. Background apps should * specify a ringtone, notification or alarm usage in order to vibrate.
* * @param vibe {@link VibrationEffect} describing the vibration to be performed. * @param attributes {@link VibrationAttributes} corresponding to the vibration. For example, * specify {@link VibrationAttributes#USAGE_ALARM} for alarm vibrations or * {@link VibrationAttributes#USAGE_RINGTONE} for vibrations associated with * incoming calls. */ @RequiresPermission(android.Manifest.permission.VIBRATE) public void vibrate(@NonNull VibrationEffect vibe, @NonNull VibrationAttributes attributes) { vibrate(Process.myUid(), mPackageName, vibe, null, attributes); } /** * Like {@link #vibrate(VibrationEffect, VibrationAttributes)}, but allows the * caller to specify the vibration is owned by someone else and set a reason for vibration. * * @hide */ @RequiresPermission(android.Manifest.permission.VIBRATE) public abstract void vibrate(int uid, String opPkg, @NonNull VibrationEffect vibe, String reason, @NonNull VibrationAttributes attributes); /** * Performs a haptic feedback. * *A haptic feedback is a short vibration feedback. The type of feedback is identified via * the {@code constant}, which should be one of the effect constants provided in * {@link HapticFeedbackConstants}. The haptic feedback provided for a given effect ID is * consistent across all usages on the same device. * * @param constant the ID for the haptic feedback. This should be one of the constants defined * in {@link HapticFeedbackConstants}. * @param always {@code true} if the haptic feedback should be played regardless of the user * vibration intensity settings applicable to the corresponding vibration. * {@code false} if the vibration for the haptic feedback should respect the applicable * vibration intensity settings. * @param reason the reason for this haptic feedback. * @param fromIme the haptic feedback is performed from an IME. * * @hide */ public void performHapticFeedback(int constant, boolean always, String reason, boolean fromIme) { Log.w(TAG, "performHapticFeedback is not supported"); } /** * Query whether the vibrator natively supports the given effects. * *
If an effect is not supported, the system may still automatically fall back to playing * a simpler vibration instead, which is not optimised for the specific device. This includes * the unknown case, which can't be determined in advance, that will dynamically attempt to * fall back if the optimised effect fails to play. * *
The returned array will be the same length as the query array and the value at a given * index will contain {@link #VIBRATION_EFFECT_SUPPORT_YES} if the effect at that same index * in the querying array is supported, {@link #VIBRATION_EFFECT_SUPPORT_NO} if it isn't * supported, or {@link #VIBRATION_EFFECT_SUPPORT_UNKNOWN} if the system can't determine whether * it's supported or not, as some hardware doesn't report its effect capabilities. * *
Use {@link #areAllEffectsSupported(int...)} to get a single combined result, * or for convenience when querying exactly one effect. * * @param effectIds Which effects to query for. * @return An array containing the systems current knowledge about whether the given effects * are natively supported by the device, or not. */ @NonNull @VibrationEffectSupport public int[] areEffectsSupported( @NonNull @VibrationEffect.EffectType int... effectIds) { VibratorInfo info = getInfo(); int[] supported = new int[effectIds.length]; for (int i = 0; i < effectIds.length; i++) { supported[i] = info.isEffectSupported(effectIds[i]); } return supported; } /** * Query whether the vibrator supports all the given effects. If no argument is provided this * method will always return {@link #VIBRATION_EFFECT_SUPPORT_YES}. * *
If an effect is not supported, the system may still automatically fall back to a simpler * vibration instead, which is not optimised for the specific device, however vibration isn't * guaranteed in this case. * *
If the result is {@link #VIBRATION_EFFECT_SUPPORT_YES}, all effects in the query are * supported by the hardware. * *
If the result is {@link #VIBRATION_EFFECT_SUPPORT_NO}, at least one of the effects in the * query is not supported, and using them may fall back to an un-optimized vibration or no * vibration. * *
If the result is {@link #VIBRATION_EFFECT_SUPPORT_UNKNOWN}, the system doesn't know * whether all the effects are supported. It may support any or all of the queried effects, * but there's no way to programmatically know whether a {@link #vibrate} call will successfully * cause a vibration. It's guaranteed, however, that none of the queried effects are * definitively unsupported by the hardware. * *
Use {@link #areEffectsSupported(int...)} to get individual results for each effect. * * @param effectIds Which effects to query for. * @return Whether all specified effects are natively supported by the device. Empty query * defaults to {@link #VIBRATION_EFFECT_SUPPORT_YES}. */ @VibrationEffectSupport public final int areAllEffectsSupported( @NonNull @VibrationEffect.EffectType int... effectIds) { VibratorInfo info = getInfo(); int allSupported = VIBRATION_EFFECT_SUPPORT_YES; for (int effectId : effectIds) { switch (info.isEffectSupported(effectId)) { case VIBRATION_EFFECT_SUPPORT_NO: return VIBRATION_EFFECT_SUPPORT_NO; case VIBRATION_EFFECT_SUPPORT_YES: continue; default: // VIBRATION_EFFECT_SUPPORT_UNKNOWN allSupported = VIBRATION_EFFECT_SUPPORT_UNKNOWN; break; } } return allSupported; } /** * Query whether the vibrator supports the given primitives. * * The returned array will be the same length as the query array and the value at a given index * will contain whether the effect at that same index in the querying array is supported or * not. * *
If a primitive is not supported by the device, then no vibration will occur if * it is played. * *
Use {@link #areAllPrimitivesSupported(int...)} to get a single combined result, * or for convenience when querying exactly one primitive. * * @param primitiveIds Which primitives to query for. * @return Whether the primitives are supported. */ @NonNull public boolean[] arePrimitivesSupported( @NonNull @VibrationEffect.Composition.PrimitiveType int... primitiveIds) { VibratorInfo info = getInfo(); boolean[] supported = new boolean[primitiveIds.length]; for (int i = 0; i < primitiveIds.length; i++) { supported[i] = info.isPrimitiveSupported(primitiveIds[i]); } return supported; } /** * Query whether the vibrator supports all of the given primitives. If no argument is provided * this method will always return {@code true}. * *
If a primitive is not supported by the device, then no vibration will occur if * it is played. * *
Use {@link #arePrimitivesSupported(int...)} to get individual results for each primitive. * * @param primitiveIds Which primitives to query for. * @return Whether all specified primitives are supported. Empty query defaults to {@code true}. */ public final boolean areAllPrimitivesSupported( @NonNull @VibrationEffect.Composition.PrimitiveType int... primitiveIds) { VibratorInfo info = getInfo(); for (int primitiveId : primitiveIds) { if (!info.isPrimitiveSupported(primitiveId)) { return false; } } return true; } /** * Query the estimated durations of the given primitives. * *
The returned array will be the same length as the query array and the value at a given * index will contain the duration in milliseconds of the effect at the same index in the * querying array. * *
The duration will be positive for primitives that are supported and zero for the * unsupported ones, in correspondence with {@link #arePrimitivesSupported(int...)}. * * @param primitiveIds Which primitives to query for. * @return The duration of each primitive, with zeroes for primitives that are not supported. */ @NonNull public int[] getPrimitiveDurations( @NonNull @VibrationEffect.Composition.PrimitiveType int... primitiveIds) { VibratorInfo info = getInfo(); int[] durations = new int[primitiveIds.length]; for (int i = 0; i < primitiveIds.length; i++) { durations[i] = info.getPrimitiveDuration(primitiveIds[i]); } return durations; } /** * Turn the vibrator off. */ @RequiresPermission(android.Manifest.permission.VIBRATE) public abstract void cancel(); /** * Cancel specific types of ongoing vibrations. * * @param usageFilter The type of vibration to be cancelled, represented as a bitwise * combination of {@link VibrationAttributes.Usage} values. * @hide */ @RequiresPermission(android.Manifest.permission.VIBRATE) public abstract void cancel(int usageFilter); /** * Check whether the vibrator is vibrating. * * @return True if the hardware is vibrating, otherwise false. * @hide */ @SystemApi @RequiresPermission(android.Manifest.permission.ACCESS_VIBRATOR_STATE) public boolean isVibrating() { return false; } /** * Listener for when the vibrator state has changed. * * @see #addVibratorStateListener * @see #removeVibratorStateListener * @hide */ @SystemApi public interface OnVibratorStateChangedListener { /** * Called when the vibrator state has changed. * * @param isVibrating If true, the vibrator has started vibrating. If false, * it's stopped vibrating. */ void onVibratorStateChanged(boolean isVibrating); } /** * Adds a listener for vibrator state changes. Callbacks will be executed on the main thread. * If the listener was previously added and not removed, this call will be ignored. * * @param listener listener to be added * @hide */ @SystemApi @RequiresPermission(android.Manifest.permission.ACCESS_VIBRATOR_STATE) public void addVibratorStateListener(@NonNull OnVibratorStateChangedListener listener) { } /** * Adds a listener for vibrator state change. If the listener was previously added and not * removed, this call will be ignored. * * @param listener listener to be added * @param executor executor of listener * @hide */ @SystemApi @RequiresPermission(android.Manifest.permission.ACCESS_VIBRATOR_STATE) public void addVibratorStateListener( @NonNull @CallbackExecutor Executor executor, @NonNull OnVibratorStateChangedListener listener) { } /** * Removes the listener for vibrator state changes. If the listener was not previously * registered, this call will do nothing. * * @param listener listener to be removed * @hide */ @SystemApi @RequiresPermission(android.Manifest.permission.ACCESS_VIBRATOR_STATE) public void removeVibratorStateListener(@NonNull OnVibratorStateChangedListener listener) { } }