Chapter 48: SystemUI¶
SystemUI is the Android process responsible for nearly everything visible on screen
outside of the currently focused application. It draws the status bar, the
notification shade, Quick Settings, the lock screen, the navigation bar, the
volume dialog, the power menu, the screenshot experience, and the recent-apps
overlay. It lives in a single APK that runs as a persistent system service
under the UID android.uid.systemui and cannot be killed without the framework
automatically restarting it through RescueParty.
SystemUI is one of the largest single packages in AOSP. Its source directory
contains over 180 sub-packages under
frameworks/base/packages/SystemUI/src/com/android/systemui/, covering domains
from accessibility to wmshell.
The codebase is undergoing a multi-year migration: legacy single-class
god-objects are being replaced by a layered architecture (data repository ->
domain interactor -> UI view-model, broadly an MVVM/MVI shape) with Dagger
dependency injection, Kotlin coroutines, and Jetpack Compose.
Android 17 carries this migration further than any prior release. Two structural shifts dominate this chapter:
- The Scene framework ("flexiglass") -- a Compose
SceneTransitionLayoutthat replaces the hand-rolledNotificationPanelViewController/CentralSurfacesImplswipe and state machinery with declarative scenes (Lockscreen, Shade, QuickSettings, Gone) and overlays (Bouncer, NotificationsShade, QuickSettingsShade). It is gated bySceneContainerFlag. - The
pods/modularisation -- a new top-levelpods/directory inside the SystemUI package into which self-contained feature modules (scene, shade, qs, statusbar, notifications, brightness, user, ...) are being extracted as independently buildable Soong modules. Code moved intopods/keeps itscom.android.systemui.*package name, so a class likeScenescan move fromsrc/topods/scene/src/api/without changing its fully-qualified name.
This chapter examines every major subsystem in detail, tracing the code from process startup through each visible surface, and folds the Android 17 changes into each section as it goes.
48.1 SystemUI Architecture¶
48.1.1 Process Startup¶
SystemUI is declared in its manifest with android:sharedUserId="android.uid.systemui"
and coreApp="true":
<!-- frameworks/base/packages/SystemUI/AndroidManifest.xml -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.android.systemui"
android:sharedUserId="android.uid.systemui"
coreApp="true">
The process starts when system_server calls
IStatusBarService.registerStatusBar(). The entry point is
SystemUIService, a plain Android Service:
// frameworks/base/packages/SystemUI/src/com/android/systemui/SystemUIService.java
public class SystemUIService extends Service {
@Inject
public SystemUIService(
@Main Handler mainHandler,
DumpHandler dumpHandler,
BroadcastDispatcher broadcastDispatcher,
LogBufferEulogizer logBufferEulogizer,
LogBufferFreezer logBufferFreezer,
BatteryStateNotifier batteryStateNotifier,
UncaughtExceptionPreHandlerManager uncaughtExceptionPreHandlerManager) {
// ...
}
@Override
public void onCreate() {
super.onCreate();
// Start all of SystemUI
((SystemUIApplication) getApplication()).startSystemUserServicesIfNeeded();
// ...
}
}
The Application subclass is SystemUIApplicationImpl. Its onCreate
initialises the Dagger graph and registers for BOOT_COMPLETED:
// frameworks/base/packages/SystemUI/src/com/android/systemui/application/impl/
// SystemUIApplicationImpl.java
public class SystemUIApplicationImpl extends SystemUIApplication
implements ApplicationContextInitializer, HasWMComponent {
@Override
public void onCreate() {
super.onCreate();
TimingsTraceLog log = new TimingsTraceLog("SystemUIBootTiming",
Trace.TRACE_TAG_APP);
log.traceBegin("DependencyInjection");
mInitializer = mContextAvailableCallback.onContextAvailable(this);
mSysUIComponent = mInitializer.getSysUIComponent();
mBootCompleteCache = mSysUIComponent.provideBootCacheImpl();
log.traceEnd();
// ...
}
}
48.1.2 Dagger Dependency Injection¶
SystemUI uses a three-level Dagger component hierarchy:
graph TD
A["GlobalRootComponent<br/>(process-scoped)"] --> B["SysUIComponent<br/>(@SysUISingleton)"]
A --> C["WMComponent<br/>(Window Manager Shell)"]
B --> D["KeyguardBouncerComponent"]
B --> E["DozeComponent"]
B --> F["ComplicationComponent"]
B --> G["HomeStatusBarComponent"]
B --> H["SystemUIDisplaySubcomponent"]
GlobalRootComponent is the top-level component. It is bound to the
Context of the application and exposes the SysUIComponent.Builder:
// frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/
// GlobalRootComponent.java
public interface GlobalRootComponent {
interface Builder {
@BindsInstance Builder context(Context context);
@BindsInstance Builder instrumentationTest(@InstrumentationTest boolean test);
GlobalRootComponent build();
}
WMComponent.Builder getWMComponentBuilder();
SysUIComponent.Builder getSysUIComponent();
InitializationChecker getInitializationChecker();
@Main Looper getMainLooper();
}
SysUIComponent is the main subcomponent where most of SystemUI's singletons live. It installs a large number of Dagger modules:
// frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/
// SysUIComponent.java
@SysUISingleton
@Subcomponent(modules = {
DefaultComponentBinder.class,
DependencyProvider.class,
MultiUserUtilsModule.class,
NotificationInsetsModule.class,
QsFrameTranslateModule.class,
ReferenceSystemUIModule.class,
StartControlsStartableModule.class,
StartBinderLoggerModule.class,
SystemUIModule.class,
SystemUICoreStartableModule.class,
WallpaperModule.class})
public interface SysUIComponent {
// ...
Map<Class<?>, Provider<CoreStartable>> getStartables();
@PerUser Map<Class<?>, Provider<CoreStartable>> getPerUserStartables();
}
The builder accepts shell interfaces from WMComponent, such as Pip,
SplitScreen, Bubbles, and ShellTransitions. This is how SystemUI
integrates with the window manager shell process.
SystemUIInitializer orchestrates the Dagger graph construction:
// frameworks/base/packages/SystemUI/src/com/android/systemui/SystemUIInitializer.java
public abstract class SystemUIInitializer {
public void init(boolean fromTest) throws ExecutionException, InterruptedException {
mRootComponent = getGlobalRootComponentBuilder()
.context(mContext)
.instrumentationTest(fromTest)
.build();
// Stand up WMComponent
setupWmComponent(mContext);
// Build SysUI, injecting Shell interfaces
SysUIComponent.Builder builder = mRootComponent.getSysUIComponent();
builder = prepareSysUIComponentBuilder(builder, mWMComponent)
.setShell(mWMComponent.getShell())
.setPip(mWMComponent.getPip())
.setSplitScreen(mWMComponent.getSplitScreen())
// ... more shell bindings
;
mSysUIComponent = builder.build();
Dependency dependency = mSysUIComponent.createDependency();
dependency.start();
}
}
48.1.3 CoreStartable -- The Service Lifecycle¶
Every major SystemUI feature is implemented as a CoreStartable. This
interface defines the lifecycle that the application drives:
CoreStartable
+-- start() // Called once, in topological order
+-- onBootCompleted()
+-- isDumpCritical() // Included in bugreport CRITICAL section?
+-- dump() // For `adb shell dumpsys`
CoreStartables are registered in Dagger modules using multibinding:
// frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/
// SystemUICoreStartableModule.kt
@Module
abstract class SystemUICoreStartableModule {
@Binds @IntoMap @ClassKey(KeyguardViewMediator::class)
abstract fun bindKeyguardViewMediator(sysui: KeyguardViewMediator): CoreStartable
@Binds @IntoMap @ClassKey(GlobalActionsComponent::class)
abstract fun bindGlobalActionsComponent(sysui: GlobalActionsComponent): CoreStartable
@Binds @IntoMap @ClassKey(WMShell::class)
abstract fun bindWMShell(sysui: WMShell): CoreStartable
// ... 30+ more bindings
}
The application starts them with a topological sort that respects declared dependencies:
// SystemUIApplicationImpl.java -- topological start loop
boolean startedAny = false;
ArrayDeque<Map.Entry<Class<?>, Provider<CoreStartable>>> queue;
ArrayDeque<Map.Entry<Class<?>, Provider<CoreStartable>>> nextQueue =
new ArrayDeque<>(startables.entrySet());
do {
startedAny = false;
queue = nextQueue;
nextQueue = new ArrayDeque<>(startables.size());
while (!queue.isEmpty()) {
Map.Entry<Class<?>, Provider<CoreStartable>> entry = queue.removeFirst();
Class<?> cls = entry.getKey();
Set<Class<? extends CoreStartable>> deps =
mSysUIComponent.getStartableDependencies().get(cls);
if (deps == null || startedStartables.containsAll(deps)) {
mServices[i] = startStartable(clsName, entry.getValue());
startedStartables.add(cls);
startedAny = true;
} else {
nextQueue.add(entry);
}
}
} while (startedAny && !nextQueue.isEmpty());
If any startable's dependencies cannot be resolved, the process throws a
RuntimeException with details about which dependencies are missing.
48.1.4 Plugin System¶
SystemUI supports runtime extensibility through a plugin architecture.
Plugins are APKs that implement interfaces from the plugin source set:
frameworks/base/packages/SystemUI/plugin/src/com/android/systemui/plugins/
qs/QSTile.java
qs/QSFactory.java
qs/QS.java
GlobalActions.java
VolumeDialogController.java
...
The ExtensionController discovers and loads plugins, with the
GlobalActionsComponent being a canonical example:
// frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/
// GlobalActionsComponent.java
@Override
public void start() {
mExtension = mExtensionController.newExtension(GlobalActions.class)
.withPlugin(GlobalActions.class)
.withDefault(mGlobalActionsProvider::get)
.withCallback(this::onExtensionCallback)
.build();
mPlugin = mExtension.get();
}
This pattern allows OEMs to replace the default power menu, volume dialog, or QS tiles by shipping a plugin APK signed with the platform key.
48.1.5 Feature Flags¶
SystemUI uses Android's aconfig flag system for feature gating. Flags are defined in:
Code checks flags via generated accessors:
The QS pipeline has its own flag repository:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/pipeline/shared/
// QSPipelineFlagsRepository.kt
@SysUISingleton
class QSPipelineFlagsRepository @Inject constructor() {
val tilesEnabled: Boolean
get() = AconfigFlags.qsNewTiles()
}
48.1.6 Directory Structure¶
The following is an abbreviated listing of the 180+ sub-packages under
frameworks/base/packages/SystemUI/src/com/android/systemui/:
accessibility/ -- Magnification, floating menu
activity/ -- Activity lifecycle helpers
ambient/ -- Ambient display
authentication/ -- Device authentication domain layer
back/ -- Predictive back gesture
battery/ -- Battery state
biometrics/ -- Fingerprint, face, UDFPS
bluetooth/ -- Bluetooth QS tile data
bouncer/ -- Keyguard bouncer (MVI)
brightness/ -- Brightness slider
camera/ -- Camera access tracking
charging/ -- Charging animation
classifier/ -- Touch classifier (falsing)
clipboardoverlay/ -- Clipboard preview overlay
communal/ -- Communal (glanceable hub) mode
controls/ -- Device controls (home automation)
dagger/ -- DI components and modules
demomode/ -- Demo mode for screenshots
display/ -- Display management
doze/ -- Doze/AOD
dreams/ -- Screen saver (daydream)
flags/ -- Feature flag infrastructure
fragments/ -- Fragment host
globalactions/ -- Power menu
keyguard/ -- Lock screen
media/ -- Media controls, route picker
navigationbar/ -- Navigation bar and gesture nav
notifications/ -- Notification pipeline
plugins/ -- Plugin infrastructure
power/ -- Power domain layer
privacy/ -- Privacy indicators
qs/ -- Quick Settings
recents/ -- Recent apps
scene/ -- Scene container (next-gen UI)
screenshot/ -- Screenshot capture and editing
shade/ -- Notification shade
statusbar/ -- Status bar, icons, policies
volume/ -- Volume dialog
wallpapers/ -- Wallpaper management
wmshell/ -- WM Shell integration
Alongside this src/ tree, Android 17 adds a sibling pods/ directory at the
top of the SystemUI package
(frameworks/base/packages/SystemUI/pods/). Each pod is a self-contained
feature module with its own Soong build target and its own src/, ui/, and
test sources -- pods/scene/, pods/shade/, pods/qs/, pods/statusbar/,
pods/notifications/, pods/brightness/, pods/user/, and more. Code that
moves into a pod keeps its com.android.systemui.* package name, so the move is
invisible to callers. For example, the canonical Scenes and scene-key
definitions now live at
frameworks/base/packages/SystemUI/pods/scene/src/api/shared/model/Scenes.kt
under package com.android.systemui.scene.shared.model, while the rest of the
scene framework (interactors, startables, view-models) still lives under
src/com/android/systemui/scene/. When a path in this chapter does not resolve
under src/, check the matching pods/ module.
graph LR
subgraph "SystemUI Process"
SysUIApp["SystemUIApplicationImpl"]
SysUIApp --> DI["Dagger Graph"]
DI --> CS["CoreStartable Map"]
CS --> SB["CentralSurfacesImpl"]
CS --> KVM["KeyguardViewMediator"]
CS --> GAC["GlobalActionsComponent"]
CS --> WMS["WMShell"]
CS --> VOL["VolumeUI"]
CS --> CLIP["ClipboardListener"]
CS --> MAG["Magnification"]
CS --> MORE["30+ more..."]
end
48.2 Status Bar¶
The status bar is the narrow strip at the top of the screen that displays the clock, notification icons, battery level, signal strength, and system status icons. It is one of the first visual elements created during SystemUI startup.
48.2.1 CentralSurfaces -- The Orchestrator¶
CentralSurfaces is an interface extending Dumpable, LifecycleOwner, and
CoreStartable. Its implementation, CentralSurfacesImpl, is a ~2,800-line
class (down from over 3,200 lines in earlier releases as logic continues to be
extracted) that historically served as the central coordinator for the status
bar, notification shade, keyguard, and more:
// frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/
// CentralSurfaces.java
public interface CentralSurfaces extends Dumpable, LifecycleOwner, CoreStartable {
String TAG = "CentralSurfaces";
boolean SHOW_LOCKSCREEN_MEDIA_ARTWORK = true;
long LAUNCH_TRANSITION_TIMEOUT_MS = 5000;
// ...
}
CentralSurfacesImpl is injected with an enormous constructor -- it depends on
virtually every other SystemUI component. It manages:
- Status bar window creation and positioning
- Notification shade expansion
- Keyguard/bouncer transitions
- Light bar (dark/light icon tinting)
- Biometric unlock animations
- Media artwork on lock screen
- Demo mode
The class is progressively being decomposed. New code should depend on
narrower interfaces (e.g., ShadeController, ShadeViewController,
KeyguardStateController) rather than CentralSurfaces directly.
48.2.2 StatusBarWindowController¶
The status bar occupies a system window of type
WindowManager.LayoutParams.TYPE_STATUS_BAR. Its window management is
encapsulated in StatusBarWindowControllerImpl:
// frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/window/
// StatusBarWindowControllerImpl.java
public class StatusBarWindowControllerImpl implements StatusBarWindowController {
// Window type, insets configuration, cutout handling
}
Key aspects of the status bar window:
| Property | Value |
|---|---|
| Window type | TYPE_STATUS_BAR |
| Pixel format | PixelFormat.TRANSLUCENT |
| Cutout mode | LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS |
| Gravity | Gravity.TOP |
| Flags | FLAG_NOT_FOCUSABLE, FLAG_TOUCHABLE_WHEN_WAKING |
The controller handles display cutouts (notches, punch-holes) and configures
InsetsFrameProvider so that the status bar participates in the inset system.
Applications receive statusBars() insets corresponding to the height of this
window.
48.2.3 Home Status Bar Pipeline¶
In earlier releases the visible content of the collapsed status bar was driven
by a single CollapsedStatusBarFragment -- a Fragment that inflated
R.layout.status_bar and implemented CommandQueue.Callbacks,
StatusBarStateController.StateListener, and SystemStatusAnimationCallback
directly. Android 17 has finished decomposing that god-fragment into a home
status bar MVVM pipeline. There is no longer any Fragment subclass driving
the status bar; the R.layout.status_bar root (PhoneStatusBarView) is bound
to a view-model by a binder:
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/pipeline/shared/ui/
viewmodel/HomeStatusBarViewModel.kt -- observable status bar state
binder/HomeStatusBarViewBinder.kt -- binds the view to the view-model
domain/interactor/HomeStatusBarInteractor.kt
The per-display window scope is provided by HomeStatusBarComponent, a Dagger
@Subcomponent re-created each time a new PhoneStatusBarView is created (the
component that used to be called StatusBarFragmentComponent):
// frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/
// fragment/dagger/HomeStatusBarComponent.java
@Subcomponent(modules = {HomeStatusBarModule.class})
public interface HomeStatusBarComponent {
@Subcomponent.Factory
interface Factory {
HomeStatusBarComponent create(
@BindsInstance @RootView PhoneStatusBarView phoneStatusBarView,
@BindsInstance StatusBarWindowController statusBarWindowController);
}
}
The view-model fans together the same signals the old fragment subscribed to, now as flows rather than callbacks:
- disable flags from
system_server(viaCommandQueue) that hide icons - status bar state transitions (SHADE, KEYGUARD, SHADE_LOCKED)
- system event animations -- animated chips for privacy indicators, ongoing
calls, screen recording, and media projection (the
statusbar/chips/package) - shade expansion -- fading out icons as the shade expands
When the Scene framework is enabled (SceneContainerFlag, section 48.16), the
status bar can also be hosted by a Compose root
(statusbar/pipeline/shared/ui/composable/StatusBarRoot.kt) instead of the
inflated View hierarchy.
48.2.4 PhoneStatusBarView¶
PhoneStatusBarView is the root View of the collapsed status bar:
// frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/
// PhoneStatusBarView.java
public class PhoneStatusBarView extends FrameLayout {
// Touch handling, cutout/insets, system-event animation hooks
}
The view controller (PhoneStatusBarViewController, now Kotlin) coordinates
touch handling and drives the HomeStatusBarViewBinder (section 48.2.3).
Dark/light icon tinting is computed by LightBarController using region
sampling to determine whether the wallpaper or app content below the status bar
is light or dark.
48.2.5 Status Bar Icon Pipeline¶
Icons in the status bar flow through a multi-stage pipeline:
graph LR
A["StatusBarManager<br/>setIcon()"] --> B["CommandQueue"]
B --> C["StatusBarIconController"]
C --> D["DarkIconManager"]
D --> E["StatusBarIconView"]
E --> F["NotificationIconContainer"]
The StatusBarIconController maintains the list of icons and their visibility.
DarkIconManager applies tinting: white icons over dark backgrounds, dark
icons over light backgrounds. The tinting boundary is computed by
LightBarController using the Drawable content of the window behind the
status bar.
48.2.6 Status Bar States¶
The status bar operates in several logical states managed by
StatusBarStateControllerImpl:
// frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/
// StatusBarState.java
public class StatusBarState {
public static final int SHADE = 0; // Normal unlocked
public static final int KEYGUARD = 1; // Lock screen
public static final int SHADE_LOCKED = 2; // Shade pulled down over keyguard
}
Transitions between states drive animations throughout SystemUI. The state
controller broadcasts changes to all registered StateListener instances.
stateDiagram-v2
[*] --> SHADE : Device unlocked
[*] --> KEYGUARD : Device locked
KEYGUARD --> SHADE_LOCKED : Pull down shade
SHADE_LOCKED --> KEYGUARD : Collapse shade
KEYGUARD --> SHADE : Unlock
SHADE --> KEYGUARD : Lock
48.2.7 Privacy Indicators and the Location Indicator¶
The privacy indicators are the chips that appear at the status bar end when an
app uses the camera, microphone, or location. The code lives in
frameworks/base/packages/SystemUI/src/com/android/systemui/privacy/.
AppOpsPrivacyItemMonitor watches AppOps and turns active accesses into
PrivacyItem objects; PrivacyItemController holds the current list and feeds
the OngoingPrivacyChip. Each item carries a PrivacyType (defined in
PrivacyItem.kt): TYPE_CAMERA, TYPE_MICROPHONE, TYPE_LOCATION, and
TYPE_MEDIA_PROJECTION, each with its own icon and label.
Which sources are shown is controlled by two DeviceConfig flags in the
privacy namespace, read by PrivacyConfig: PROPERTY_MIC_CAMERA_ENABLED
covers camera and microphone, and a separate path gates location. The AppOps
that drive each are split in AppOpsPrivacyItemMonitor: OPS_MIC_CAMERA covers
the camera and record-audio ops, while OPS_LOCATION is OP_FINE_LOCATION.
When locationAvailable is off, location ops are filtered out and never become
a PrivacyItem.
Android 17 reworks the location indicator behind the aconfig flag
android.location.flags.location_indicators_enabled
(frameworks/base/location/java/android/location/flags/location.aconfig), with
companion flags location_indicators_animation and location_indicators_outline.
PrivacyConfig.locationAvailable is initialized from
locationIndicatorsEnabled(), so the flag is what enables the indicator at all.
When the flag is on, a location access produces a distinct chip rather than
reusing the camera/microphone style: PrivacyConfig.privacyItemsAreLocationOnly()
reports whether every active item is TYPE_LOCATION, and when that holds,
getPrivacyColor() returns R.color.privacy_chip_location_only_background. With
location_indicators_outline also on, getPrivacyOutlineColor() and
getPrivacyOutlineStroke() give the location-only chip a 1px outline instead of
the filled background used for camera and microphone.
The flag also changes how long a location chip lingers.
PrivacyItemController.processNewList() holds a location-only set for
TIME_TO_HOLD_INDICATORS_FOR_LOCATION (10 seconds) rather than the
TIME_TO_HOLD_INDICATORS (5 seconds) used for other accesses, so a brief
location read stays visible long enough for the user to notice. Tapping any of
these chips still opens the privacy dialog (PrivacyDialogControllerV2) listing
which apps used which sources.
48.3 Notification Shade¶
The notification shade is the panel that slides down from the top of the screen, revealing notifications and Quick Settings. It is one of the most complex UI components in Android.
48.3.1 Window Configuration¶
The notification shade occupies a separate window from the status bar. Its
window type is TYPE_NOTIFICATION_SHADE (a special type that allows it to
receive input above other system windows):
// frameworks/base/packages/SystemUI/src/com/android/systemui/shade/
// NotificationShadeWindowControllerImpl.java
@SysUISingleton
public class NotificationShadeWindowControllerImpl
implements NotificationShadeWindowController, Dumpable {
// Manages the notification shade window parameters
// Adjusts focus, touchability, and dimensions based on state
}
The window controller dynamically adjusts the window parameters based on the current state:
| State | Window Behaviour |
|---|---|
| Shade collapsed | Not focusable, minimal height |
| Shade expanding | Expanding height, receives touch |
| Shade expanded | Full screen, focusable for remote input |
| Keyguard | Full screen, bouncer may be focusable |
| Dozing/AOD | Minimal, low power |
48.3.2 NotificationPanelViewController¶
At roughly 4,300 lines, NotificationPanelViewController is the primary
controller for the legacy (pre-scene) shade panel. It manages:
- Touch tracking and velocity-based expansion/collapse
- QS expansion within the shade
- Keyguard-specific behaviour (clock, notifications on lock screen)
- Split shade on large screens (notifications left, QS right)
- Blur effects during expansion
// frameworks/base/packages/SystemUI/src/com/android/systemui/shade/
// NotificationPanelViewController.java
public class NotificationPanelViewController
implements Dumpable, ShadeSurface {
// Handles all shade panel touch events and state transitions
}
This controller is one of the largest pieces of legacy machinery the Scene
framework is built to retire. When SceneContainerFlag is enabled (section
48.16), the swipe-to-expand and QS-expansion logic in this class is replaced by
SceneTransitionLayout, and NotificationPanelViewController is bypassed.
Key touch handling flow:
sequenceDiagram
participant User
participant NSWV as NotificationShadeWindowView
participant NPVC as NotificationPanelViewController
participant FC as FalsingCollector
participant SC as ShadeController
User->>NSWV: ACTION_DOWN on status bar
NSWV->>NPVC: onTouchEvent()
NPVC->>FC: onTouchEvent() (classify gesture)
NPVC->>NPVC: Track expansion fraction
User->>NSWV: ACTION_MOVE (drag down)
NSWV->>NPVC: onTouchEvent()
NPVC->>NPVC: Update expansion (0.0 → 1.0)
User->>NSWV: ACTION_UP
NSWV->>NPVC: onTouchEvent()
NPVC->>NPVC: Calculate fling velocity
alt Velocity > threshold
NPVC->>SC: animateExpandShade()
else Velocity < threshold
NPVC->>SC: animateCollapseShade()
end
48.3.3 ShadeController¶
ShadeController is the interface that abstracts shade operations. It extends
CoreStartable:
// frameworks/base/packages/SystemUI/src/com/android/systemui/shade/
// ShadeController.java
public interface ShadeController extends CoreStartable {
boolean isShadeEnabled();
void instantExpandShade();
void instantCollapseShade();
void animateCollapseShade(int flags, boolean force,
boolean delayed, float speedUpFactor);
void animateExpandShade();
void animateExpandQs();
void cancelExpansionAndCollapseShade();
boolean isShadeFullyOpen();
boolean isExpandingOrCollapsing();
void collapseShade();
void collapseShadeForActivityStart();
// ...
}
The default implementation is ShadeControllerImpl
(ShadeControllerImpl.java, ~410 lines), while ShadeControllerSceneImpl
(ShadeControllerSceneImpl.kt) is the next-generation implementation for the
scene container architecture. QuickSettingsController follows the same split:
QuickSettingsControllerImpl.java for the legacy path and
QuickSettingsControllerSceneImpl.kt for the scene path. Dagger binds one or
the other based on SceneContainerFlag.
48.3.4 NotificationStackScrollLayout¶
The notification list is rendered by NotificationStackScrollLayout, a custom
ViewGroup that implements:
- Variable-height child views (notification rows)
- Over-scroll physics
- Dismissal gestures (swipe to dismiss)
- Grouping and section headers
- Heads-up notification insertion
- Shelf for overflow icons
Each notification row is an ExpandableNotificationRow, which itself contains
inflated notification views (contracted, expanded, heads-up variants).
48.3.5 Scrim Management¶
The scrim (dimming overlay) behind the shade is managed by ScrimController,
which handles multiple scrim layers:
graph TD
A["ScrimController"] --> B["ScrimBehind<br/>(behind shade)"]
A --> C["ScrimInFront<br/>(above shade, for bouncer)"]
A --> D["NotificationsScrim<br/>(behind notifications)"]
A --> E["ScrimState Machine"]
E --> F["UNINITIALIZED"]
E --> G["KEYGUARD"]
E --> H["SHADE_LOCKED"]
E --> I["BOUNCER"]
E --> J["UNLOCKED"]
E --> K["PULSING"]
Each ScrimState defines alpha values and tint colours for the scrims.
Transitions between states animate these properties smoothly.
48.3.6 Lockscreen-to-Shade Transition¶
The LockscreenShadeTransitionController manages the drag-down gesture from
the lock screen into the shade. It coordinates:
- QS expansion fraction
- Scrim alpha transitions
- Keyguard visibility
- Notification position interpolation
48.4 Quick Settings¶
Quick Settings (QS) is the tile grid accessible by pulling down the notification shade. The first pull shows a "Quick QS" strip of a few tiles; a second pull expands to the full QS panel.
48.4.1 Architecture Overview¶
graph TD
subgraph "Quick Settings"
QSHost["QSHost<br/>(tile management)"]
QSPanel["QSPanel<br/>(full tile grid)"]
QuickQS["QuickQSPanel<br/>(collapsed strip)"]
QSTileImpl["QSTileImpl<br/>(base tile class)"]
CustomTile["CustomTile<br/>(third-party tiles)"]
end
QSHost --> QSTileImpl
QSHost --> CustomTile
QSTileImpl --> QSPanel
QSTileImpl --> QuickQS
48.4.2 QSHost -- Tile Management¶
QSHost is the interface that manages the set of active QS tiles:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/QSHost.java
public interface QSHost {
String TILES_SETTING = Settings.Secure.QS_TILES;
int POSITION_AT_END = -1;
static List<String> getDefaultSpecs(Resources res) {
final ArrayList<String> tiles = new ArrayList();
int resource = QsSplitInternetTile.isEnabled()
? R.string.quick_settings_tiles_default_split
: R.string.quick_settings_tiles_default;
final String defaultTileList = res.getString(resource);
tiles.addAll(Arrays.asList(defaultTileList.split(",")));
return tiles;
}
Collection<QSTile> getTiles();
void removeTile(String tileSpec);
void removeTiles(Collection<String> specs);
QSTile createTile(String tileSpec);
void addCallback(Callback callback);
List<String> getSpecs();
}
The tile configuration is stored in Settings.Secure.QS_TILES as a
comma-separated list of tile specs (e.g., "wifi,bt,flashlight,rotation").
The default set is defined in a string resource, which OEMs commonly overlay.
48.4.3 QSTile Interface¶
Every QS tile implements the QSTile plugin interface:
// frameworks/base/packages/SystemUI/plugin/src/com/android/systemui/plugins/qs/
// QSTile.java
@ProvidesInterface(version = QSTile.VERSION)
public interface QSTile {
int VERSION = 5;
String getTileSpec();
boolean isAvailable();
void refreshState();
void click(@Nullable Expandable expandable);
void secondaryClick(@Nullable Expandable expandable);
void longClick(@Nullable Expandable expandable);
@NonNull State getState();
CharSequence getTileLabel();
void setListening(Object client, boolean listening);
void destroy();
}
The State inner class carries all visual state:
| Field | Description |
|---|---|
state |
Tile.STATE_ACTIVE, STATE_INACTIVE, STATE_UNAVAILABLE |
icon |
Drawable or resource |
label |
Primary text |
secondaryLabel |
Secondary text (e.g., network name) |
contentDescription |
Accessibility |
dualTarget |
Whether long press has a separate action |
48.4.4 QSTileImpl -- Base Implementation¶
QSTileImpl is the abstract base class for built-in tiles:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tileimpl/
// QSTileImpl.java
public abstract class QSTileImpl<TState extends State>
implements QSTile, LifecycleOwner, Dumpable {
protected final QSHost mHost;
private static final long DEFAULT_STALE_TIMEOUT = 10 * DateUtils.MINUTE_IN_MILLIS;
// Subclasses must implement:
// - newTileState()
// - handleClick()
// - handleUpdateState(TState state, Object arg)
// - getLongClickIntent()
// - getTileLabel()
}
State management runs on a background looper. The flow is:
sequenceDiagram
participant System as System Event
participant Tile as QSTileImpl
participant Handler as Background Handler
participant View as QSTileView
System->>Tile: Callback (e.g., WiFi state changed)
Tile->>Tile: refreshState()
Tile->>Handler: H.REFRESH_STATE message
Handler->>Tile: handleRefreshState()
Tile->>Tile: handleUpdateState(state, arg)
Tile->>View: handleStateChanged(state)
View->>View: Update icon, label, colours
48.4.5 Built-in Tiles¶
AOSP ships roughly 30 built-in QS tiles. The set has shifted in Android 17:
ModesTile.kt and ModesDndTile.kt (the "Modes" / Do-Not-Disturb rework),
RecordIssueTile.kt (developer issue recording), FlashlightTileWithLevel.kt
(brightness-adjustable torch), and SensorPrivacyToggleTile.java are present,
while the old DreamTile.java has been dropped:
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tiles/
AirplaneModeTile.java ModesDndTile.kt
AlarmTile.kt ModesTile.kt
BatterySaverTile.java NfcTile.java
BluetoothTile.java NightDisplayTile.java
CameraToggleTile.java NotesTile.kt
CastTile.java OneHandedModeTile.java
ColorCorrectionTile.java QRCodeScannerTile.java
ColorInversionTile.java QuickAccessWalletTile.java
DataSaverTile.java RecordIssueTile.kt
DeviceControlsTile.kt ReduceBrightColorsTile.java
FlashlightTile.java RotationLockTile.java
FlashlightTileWithLevel.kt ScreenRecordTile.java
FontScalingTile.kt SensorPrivacyToggleTile.java
HearingDevicesTile.java UiModeNightTile.java
HotspotTile.java WifiTile.kt
InternetTileNewImpl.kt WorkModeTile.java
LocationTile.java MicrophoneToggleTile.java
MobileDataTile.kt
Each tile follows the same pattern. Here is FlashlightTile as a
representative example:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tiles/
// FlashlightTile.java
public class FlashlightTile extends QSTileImpl<BooleanState>
implements FlashlightController.FlashlightListener {
public static final String TILE_SPEC = "flashlight";
private final FlashlightController mFlashlightController;
@Inject
public FlashlightTile(
QSHost host,
QsEventLogger uiEventLogger,
@Background Looper backgroundLooper,
@Main Handler mainHandler,
FalsingManager falsingManager,
MetricsLogger metricsLogger,
StatusBarStateController statusBarStateController,
ActivityStarter activityStarter,
QSLogger qsLogger,
FlashlightController flashlightController) {
super(host, uiEventLogger, backgroundLooper, mainHandler,
falsingManager, metricsLogger, statusBarStateController,
activityStarter, qsLogger);
mFlashlightController = flashlightController;
mFlashlightController.observe(getLifecycle(), this);
}
}
Modern tiles like WifiTile use a layered architecture with domain
interactors:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tiles/
// WifiTile.kt
class WifiTile @Inject constructor(
private val host: QSHost,
// ...
private val dataInteractor: WifiTileDataInteractor,
private val tileMapper: WifiTileMapper,
private val userActionInteractor: WifiTileUserActionInteractor,
) : QSTileImpl<QSTile.State?>(/* ... */) {
// Data flows through interactor -> mapper -> view
}
48.4.6 Custom Tiles (Third-Party)¶
Third-party apps can add QS tiles by implementing
android.service.quicksettings.TileService. SystemUI manages these through
CustomTile:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/external/
// CustomTile.java
public class CustomTile extends QSTileImpl<State>
implements TileChangeListener, CustomTileInterface {
public static final String PREFIX = "custom(";
// Tile spec format: "custom(com.example.app/.MyTileService)"
}
The lifecycle of a custom tile is managed by TileLifecycleManager, which
binds to the third-party TileService and manages the IQSTileService
interface. TileServiceManager throttles bindings to prevent resource
exhaustion.
graph LR
subgraph "SystemUI Process"
CT["CustomTile"]
TLM["TileLifecycleManager"]
TSM["TileServiceManager"]
TS["TileServices"]
end
subgraph "App Process"
TService["TileService"]
end
CT --> TLM
TLM --> TSM
TSM --> TS
TLM -.->|bindService| TService
TService -.->|IQSTileService| TLM
48.4.7 Auto-Add Tiles¶
Some tiles are automatically added when certain conditions are met (e.g., the Work Profile tile appears when a managed profile is created). This logic is implemented in the QS pipeline's data layer:
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/pipeline/
data/ -- Repositories for tile data and auto-add rules
domain/ -- Interactors for tile lifecycle
shared/ -- Shared flags and models
48.4.8 QSPanel Layout¶
The legacy full QS panel uses QSPanel with TileLayout (or PagedTileLayout
for pagination). The Quick QS strip uses QuickQSPanel with QuickTileLayout.
Both are managed by their respective controllers (QSPanelController,
QuickQSPanelController).
Android 17 has replaced the old QSFragment (and its QSImpl host) with a
single Compose-backed entry point, QSFragmentCompose
(qs/composefragment/QSFragmentCompose.kt), driven by
QSFragmentComposeViewModel. The Compose tile grid lives under
qs/panels/ui/compose/ and compose/features/.../qs/ui/composable/, with the
panel composables further extracted into the pods/qs/ module. The legacy View
hierarchy remains as the fallback when the Compose QS flag is off.
graph TD
QSFragment["QSFragmentCompose<br/>(Compose entry)"]
QSFragment --> QSVM["QSFragmentComposeViewModel"]
QSVM --> QSContent["QuickSettingsContent<br/>(Compose)"]
QSContent --> QQS["Quick QS strip"]
QSContent --> QSGrid["QS tile grid"]
QSGrid --> Tile1["TileUiState (tile view-model)"]
QSGrid --> Tile2["TileUiState (tile view-model)"]
QSGrid --> TileN["..."]
Legacy fallback path (Compose QS flag off):
graph TD
QSContainerImpl["QSContainerImpl"]
QSContainerImpl --> QuickStatusBarHeader["QuickStatusBarHeader"]
QSContainerImpl --> QSPanel["QSPanel"]
QuickStatusBarHeader --> QuickQSPanel["QuickQSPanel"]
QSPanel --> TileLayout["TileLayout / PagedTileLayout"]
TileLayout --> TileView1["QSTileView"]
TileLayout --> TileView2["QSTileView"]
TileLayout --> TileViewN["..."]
48.5 Lock Screen¶
The lock screen (keyguard) is a critical security surface. It must display before any user content is visible and must correctly manage authentication (PIN, pattern, password, biometrics).
48.5.1 KeyguardViewMediator¶
KeyguardViewMediator is the largest CoreStartable in SystemUI at roughly 4,700
lines. It mediates between the KeyguardService (which receives lock/unlock
commands from the framework) and the keyguard UI:
// frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/
// KeyguardViewMediator.java
public class KeyguardViewMediator
implements CoreStartable, StatusBarStateController.StateListener {
// Manages keyguard lifecycle: show, hide, dismiss, lock
}
Key responsibilities:
| Responsibility | Description |
|---|---|
| Lock timeout | Schedules lock after screen-off timeout |
| Keyguard sounds | Lock/unlock sound effects |
| SIM PIN handling | Prompts for SIM unlock |
| Trust agents | Integrates with Smart Lock |
| Occlusion | Handles activities shown over keyguard |
| Unlock animation | Coordinates the unlock transition |
The mediator receives callbacks from system_server through
ViewMediatorCallback:
sequenceDiagram
participant SS as system_server
participant KS as KeyguardService
participant KVM as KeyguardViewMediator
participant SBKVM as StatusBarKeyguardViewManager
participant UI as Keyguard UI
SS->>KS: setShowingLocked(true)
KS->>KVM: onStartedGoingToSleep()
KVM->>KVM: doKeyguardLocked()
KVM->>SBKVM: show(options)
SBKVM->>UI: Inflate/show bouncer or lockscreen
48.5.2 StatusBarKeyguardViewManager¶
StatusBarKeyguardViewManager bridges the mediator and the actual keyguard
views. It manages the primary bouncer (PIN/pattern/password input), the
alternate bouncer (biometric prompt), and the keyguard-to-shade transitions:
// frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/
// StatusBarKeyguardViewManager.java
@SysUISingleton
public class StatusBarKeyguardViewManager implements Dumpable {
// Manages bouncer visibility, predictive back animation,
// alternate bouncer, global actions visibility
}
It interacts with several domain interactors from the new MVI architecture:
PrimaryBouncerInteractor-- shows/hides the PIN/pattern/password bouncerAlternateBouncerInteractor-- manages the biometric (UDFPS) bouncerKeyguardDismissActionInteractor-- handles dismiss actions after unlockKeyguardTransitionInteractor-- tracks keyguard state transitions
48.5.3 Bouncer¶
The bouncer is the security challenge (PIN, pattern, or password). Its implementation lives in:
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/
data/repository/BouncerRepositoryModule.kt
domain/interactor/BouncerInteractor.kt
domain/interactor/PrimaryBouncerInteractor.kt
domain/interactor/AlternateBouncerInteractor.kt
domain/startable/BouncerStartable.kt
ui/BouncerView.kt
The bouncer follows the MVI pattern:
graph LR
A["BouncerRepository<br/>(data)"] --> B["BouncerInteractor<br/>(domain)"]
B --> C["BouncerViewModel<br/>(presentation)"]
C --> D["BouncerView<br/>(UI)"]
D -->|"User input"| B
48.5.4 AOD (Always-On Display) Integration¶
When the device is dozing, the lock screen transitions to Always-On Display mode. This is coordinated by:
- DozeServiceHost -- bridges the
DreamService-based doze with SystemUI - DozeScrimController -- manages scrim opacity during doze
- DozeParameters -- configuration (pulse on notification, tap-to-check)
The keyguard state machine includes AOD-specific transitions:
stateDiagram-v2
[*] --> OFF
OFF --> AOD : Screen off, doze enabled
AOD --> LOCKSCREEN : Wake by lift, tap, notification
LOCKSCREEN --> AOD : Screen off timeout
LOCKSCREEN --> BOUNCER : Security challenge
BOUNCER --> GONE : Correct credentials
AOD --> PULSING : Notification arrives
PULSING --> AOD : Pulse timeout
GONE --> OFF : Screen off
48.5.5 Lock Screen Customization¶
The lock screen supports:
- Clock customization -- pluggable clock faces via
ClockRegistryModule - Quick affordances -- shortcuts on the lock screen corners (camera, wallet)
- Complication -- weather, date, battery on AOD
- Wallpaper -- distinct lock screen wallpaper
- Communal (Glanceable Hub) -- widget surface accessible from lock screen
48.6 Recent Apps¶
SystemUI does not implement the Recents UI directly. Instead, it delegates
to Launcher3 (or a Launcher-based quickstep implementation) through the
OverviewProxy pattern.
48.6.1 Recents Architecture¶
graph LR
subgraph "SystemUI"
RC["Recents<br/>(CoreStartable)"]
RI["RecentsImplementation<br/>(interface)"]
OPRI["OverviewProxyRecentsImpl"]
LPS["LauncherProxyService"]
end
subgraph "Launcher3 / Quickstep"
LP["ILauncherProxy"]
OA["OverviewActivity"]
end
RC --> RI
RI --> OPRI
OPRI --> LPS
LPS -.->|Binder| LP
LP --> OA
48.6.2 OverviewProxyRecentsImpl¶
The default RecentsImplementation proxies all calls to Launcher:
// frameworks/base/packages/SystemUI/src/com/android/systemui/recents/
// OverviewProxyRecentsImpl.java
@SysUISingleton
public class OverviewProxyRecentsImpl implements RecentsImplementation {
@Override
public void showRecentApps(boolean triggeredFromAltTab) {
ILauncherProxy launcherProxy = mLauncherProxyService.getProxy();
if (launcherProxy != null) {
try {
launcherProxy.onOverviewShown(triggeredFromAltTab);
} catch (RemoteException e) {
Log.e(TAG, "Failed to send overview show event to launcher.", e);
}
}
}
@Override
public void toggleRecentApps() {
ILauncherProxy launcherProxy = mLauncherProxyService.getProxy();
if (launcherProxy != null) {
final Runnable toggleRecents = () -> {
try {
mLauncherProxyService.getProxy().onOverviewToggle();
mLauncherProxyService.notifyToggleRecentApps();
} catch (RemoteException e) {
Log.e(TAG, "Cannot send toggle recents through proxy service.", e);
}
};
if (mKeyguardStateController.isShowing()) {
mActivityStarter.executeRunnableDismissingKeyguard(
() -> mHandler.post(toggleRecents), null, true, false, true);
} else {
toggleRecents.run();
}
}
}
}
48.6.3 LauncherProxyService¶
The LauncherProxyService maintains the binder connection to Launcher's
overview implementation. When the user swipes up from the navigation bar,
SystemUI routes the gesture to Launcher, which renders the task thumbnails and
handles task switching.
48.6.4 RecentsModule¶
The Dagger module binds the implementation:
// frameworks/base/packages/SystemUI/src/com/android/systemui/recents/
// RecentsModule.java
@Module
public abstract class RecentsModule {
@Binds
abstract RecentsImplementation bindRecentsImplementation(
OverviewProxyRecentsImpl impl);
}
48.7 Volume Dialog¶
The volume dialog appears when the user presses hardware volume keys or when system volume changes programmatically.
48.7.1 VolumeDialogControllerImpl¶
The controller is the source of truth for volume state. It runs on a dedicated background thread:
// frameworks/base/packages/SystemUI/src/com/android/systemui/volume/
// VolumeDialogControllerImpl.java
@SysUISingleton
public class VolumeDialogControllerImpl implements VolumeDialogController, Dumpable {
// All work done on a dedicated background worker thread
// Methods ending in "W" must be called on the worker thread
}
The controller:
- Registers an
IVolumeControllercallback withAudioManager - Tracks state for multiple audio streams (MUSIC, RING, ALARM, VOICE_CALL, ACCESSIBILITY)
- Monitors ringer mode (normal, vibrate, silent)
- Tracks DND (Do Not Disturb) state
- Manages media sessions for per-app volume
48.7.2 VolumeDialog (MVI rewrite)¶
Earlier releases implemented the dialog as a single 2,800-line
VolumeDialogImpl class. Android 17 has replaced it with a fully layered
package under frameworks/base/packages/SystemUI/src/com/android/systemui/volume/dialog/,
following the same data/domain/ui split as the rest of modern SystemUI:
volume/dialog/
VolumeDialog.kt -- the dialog shell (replaces VolumeDialogImpl)
VolumeDialogPlugin.kt -- plugin entry that shows/hides the dialog
data/repository/ -- VolumeDialogVisibilityRepository, stream state
domain/interactor/ -- visibility, stream, ringer interactors
ringer/ -- ringer-mode toggle (ring/vibrate/silent)
sliders/ -- one slider component per active stream
captions/ -- captions toggle
settings/ -- settings gear affordance
ui/binder, ui/viewmodel -- view-model + binder layer
dagger/ -- per-dialog Dagger scope and modules
VolumeDialog.kt is the dialog shell; VolumeDialogPlugin.kt is the entry
point that observes VolumeDialogVisibilityRepository and shows or hides the
dialog. Each audio stream gets its own VolumeDialogSliderComponent
(Dagger-scoped) rather than the rows being managed inline. The dialog still
uses a vertical layout with one slider per active stream:
graph TD
subgraph "Volume Dialog"
RS["Ringer Toggle<br/>(ring/vibrate/silent)"]
MS["Media Stream<br/>SeekBar"]
RS2["Ring Stream<br/>SeekBar"]
AS["Alarm Stream<br/>SeekBar"]
VC["Voice Call Stream<br/>SeekBar"]
SET["Settings Gear<br/>(link to Sound settings)"]
end
Key features:
| Feature | Implementation |
|---|---|
| Auto-dismiss | Timeout handler (default 3 seconds) |
| Live feedback | Updates as system volume changes |
| CSD warning | CsdWarningDialog for hearing safety |
| Safety warning | SafetyWarningDialog for media volume |
| Captions toggle | CaptionsToggleImageButton |
| Posture-aware | Dismiss on foldable posture change |
48.7.3 VolumeDialogComponent¶
VolumeDialogComponent wires the controller and dialog together as a
CoreStartable:
// frameworks/base/packages/SystemUI/src/com/android/systemui/volume/
// VolumeDialogComponent.java
public class VolumeDialogComponent
implements VolumeComponent, TunerService.Tunable, /* ... */ {
// Integrates VolumeDialogControllerImpl with the VolumeDialog
// (volume/dialog/) and the volume panel (volume/panel/)
}
The Events.java telemetry class (section 48.7.4) is unchanged and is shared by
both the dialog and the newer volume panel (volume/panel/), the
large-screen settings-style panel that hosts media output, spatial audio, and
per-app volume controls.
48.7.4 Volume Events¶
The Events class defines all volume-related telemetry events:
// frameworks/base/packages/SystemUI/src/com/android/systemui/volume/Events.java
public class Events {
public static final int EVENT_SHOW_DIALOG = 0;
public static final int EVENT_DISMISS_DIALOG = 1;
public static final int EVENT_ACTIVE_STREAM_CHANGED = 2;
public static final int EVENT_LEVEL_CHANGED = 3;
public static final int EVENT_RINGER_TOGGLE = 4;
// ...
public static final int DISMISS_REASON_SETTINGS_CLICKED = 7;
public static final int DISMISS_REASON_POSTURE_CHANGED = 12;
}
48.8 Power Menu¶
The power menu (Global Actions) appears when the user long-presses the power button. It provides options to power off, restart, emergency call, and optionally lockdown.
48.8.1 GlobalActionsComponent¶
GlobalActionsComponent is the CoreStartable entry point. It uses the plugin
extension pattern to allow OEM replacement:
// frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/
// GlobalActionsComponent.java
@SysUISingleton
public class GlobalActionsComponent
implements CoreStartable, Callbacks, GlobalActionsManager {
@Override
public void start() {
mBarService = IStatusBarService.Stub.asInterface(
ServiceManager.getService(Context.STATUS_BAR_SERVICE));
mExtension = mExtensionController.newExtension(GlobalActions.class)
.withPlugin(GlobalActions.class)
.withDefault(mGlobalActionsProvider::get)
.withCallback(this::onExtensionCallback)
.build();
mPlugin = mExtension.get();
mCommandQueue.addCallback(this);
}
@Override
public void handleShowGlobalActionsMenu() {
mStatusBarKeyguardViewManager.setGlobalActionsVisible(true);
mExtension.get().showGlobalActions(this);
}
@Override
public void shutdown() {
mBarService.shutdown();
}
@Override
public void reboot(boolean safeMode) {
mBarService.reboot(safeMode);
}
}
48.8.2 GlobalActionsImpl¶
The default plugin implementation:
// frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/
// GlobalActionsImpl.java
public class GlobalActionsImpl implements GlobalActions, CommandQueue.Callbacks {
@Override
public void showGlobalActions(GlobalActionsManager manager) {
if (mDisabled) return;
mGlobalActionsDialog.showOrHideDialog(
mKeyguardStateController.isShowing(),
mDeviceProvisionedController.isDeviceProvisioned(),
null /* view */,
mContext.getDisplayId());
}
@Override
public void showShutdownUi(boolean isReboot, String reason) {
mShutdownUi.showShutdownUi(isReboot, reason);
mShadeController.instantCollapseShade();
}
@Override
public void disable(int displayId, int state1, int state2, boolean animate) {
final boolean disabled = (state2 & DISABLE2_GLOBAL_ACTIONS) != 0;
if (displayId != mContext.getDisplayId() || disabled == mDisabled) return;
mDisabled = disabled;
if (disabled) {
mGlobalActionsDialog.dismissDialog();
}
}
}
48.8.3 GlobalActionsDialogLite¶
At roughly 3,150 lines, GlobalActionsDialogLite implements the actual power
menu dialog:
// frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/
// GlobalActionsDialogLite.java
// Window type: TYPE_STATUS_BAR_SUB_PANEL
// Layout mode: LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS
The dialog dynamically builds its action list based on device capabilities:
graph TD
subgraph "Power Menu Actions"
PA["PowerAction<br/>(Power off)"]
RA["RestartAction<br/>(Restart)"]
EA["EmergencyAction<br/>(Emergency)"]
LA["LockDownAction<br/>(Lockdown)"]
BA["BugReportAction<br/>(Debug builds)"]
SA["ScreenshotAction"]
end
Action availability depends on:
| Condition | Effect |
|---|---|
| Device provisioned | All actions available |
| Keyguard showing | May restrict some actions |
| User lockdown | Changes lockdown button text |
| Airplane mode | Affects emergency dialer |
| Telephony available | Controls emergency action |
| Debug build | Enables bug report action |
48.8.4 ShutdownUi¶
When a shutdown or reboot is initiated, ShutdownUi displays a full-screen
progress animation while the system shuts down. The shade is instantly
collapsed to prevent interaction during the shutdown sequence.
48.8.5 Power Menu Layouts¶
Multiple layout classes support different screen configurations:
GlobalActionsColumnLayout.java -- Vertical column (phones, portrait)
GlobalActionsFlatLayout.java -- Horizontal row
GlobalActionsGridLayout.java -- Grid (tablets)
GlobalActionsLayoutLite.java -- Base layout logic
GlobalActionsPowerDialog.java -- Power-specific dialog variant
48.9 Screenshots¶
The screenshot system captures the screen content, displays a preview, and provides editing/sharing actions.
48.9.1 TakeScreenshotService¶
Screenshot requests arrive from system_server via TakeScreenshotService,
a bound service:
// frameworks/base/packages/SystemUI/src/com/android/systemui/screenshot/
// TakeScreenshotService.java
public class TakeScreenshotService extends Service {
// Receives screenshot requests from PhoneWindowManager
// Routes to appropriate handler (headless or interactive)
}
48.9.2 ScreenshotController¶
ScreenshotController (Kotlin, using @AssistedInject) manages the entire
screenshot flow:
// frameworks/base/packages/SystemUI/src/com/android/systemui/screenshot/
// ScreenshotController.kt
class ScreenshotController @AssistedInject internal constructor(
appContext: Context,
screenshotWindowFactory: ScreenshotWindow.Factory,
viewProxyFactory: ScreenshotShelfViewProxy.Factory,
screenshotNotificationsControllerFactory:
ScreenshotNotificationsController.Factory,
screenshotActionsControllerFactory:
ScreenshotActionsController.Factory,
actionExecutorFactory: ActionExecutor.Factory,
private val screenshotSoundController: ScreenshotSoundController,
private val uiEventLogger: UiEventLogger,
private val imageExporter: ImageExporter,
private val imageCapture: ImageCapture,
private val scrollCaptureExecutor: ScrollCaptureExecutor,
// ...
@Assisted private val display: Display,
) : InteractiveScreenshotHandler {
48.9.3 Screenshot Flow¶
sequenceDiagram
participant User
participant PWM as PhoneWindowManager
participant TSS as TakeScreenshotService
participant SC as ScreenshotController
participant IC as ImageCapture
participant SW as ScreenshotWindow
participant IE as ImageExporter
participant NC as NotificationsController
User->>PWM: Power + Volume Down
PWM->>TSS: takeScreenshot()
TSS->>SC: handleScreenshot()
SC->>IC: captureDisplay()
IC-->>SC: Bitmap
SC->>SW: Show preview window
SC->>SC: Play shutter sound
SW->>User: Screenshot preview + actions
alt User taps Share
User->>SC: Share action
SC->>IE: exportToMediaStore()
IE-->>SC: URI
SC->>NC: showShareNotification()
else User taps Edit
User->>SC: Edit action
SC->>SC: Launch edit activity
else Timeout
SC->>IE: exportToMediaStore()
IE-->>SC: URI
SC->>NC: showSavedNotification()
end
48.9.4 Screenshot Components¶
| Component | Role |
|---|---|
ImageCapture / ImageCaptureImpl |
Captures screen content as a Bitmap |
ScreenshotWindow |
Manages the preview overlay window |
ScreenshotShelfViewProxy |
Preview shelf UI (thumbnail + actions) |
ImageExporter |
Saves to MediaStore |
ScreenshotNotificationsController |
Shows save/share notifications |
ScreenshotSoundController |
Plays camera shutter sound |
ScrollCaptureExecutor |
Long/scrolling screenshot capture |
ScreenshotDetectionController |
Notifies apps of screenshot capture |
MessageContainerController |
Shows work profile messages |
TimeoutHandler |
Auto-dismisses after timeout |
ScreenshotActionsController |
Manages action buttons (share, edit) |
ActionIntentCreator |
Creates intents for share/edit |
48.9.5 Long Screenshots¶
The scroll capture system enables capturing content beyond the visible
viewport. ScrollCaptureExecutor communicates with the app's
ScrollCaptureCallback to progressively capture tiles of content, which are
then stitched together into a single image.
48.9.6 Cross-Profile Screenshots¶
ScreenshotCrossProfileService handles screenshots that involve managed
profile content, using ICrossProfileService to proxy operations across
user boundaries.
48.10 Multi-Display SystemUI¶
Modern Android supports multiple displays (external monitors, foldables with two screens, automotive secondary displays). SystemUI must render appropriate UI on each display.
48.10.1 PerDisplayRepository Pattern¶
The PerDisplayRepository<T> pattern (from com.android.app.displaylib)
maintains per-display instances of components:
// frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/
// PerDisplayRepositoriesModule.kt
@Module(
includes = [PerDisplayCoroutineScopeRepositoryModule::class,
DisplayComponentRepository::class]
)
interface PerDisplayRepositoriesModule {
companion object {
@SysUISingleton
@Provides
fun provideSysUiStateRepository(
repositoryFactory: PerDisplayInstanceRepositoryImpl.Factory<SysUiState>,
instanceProvider: SysUIStateInstanceProvider,
): PerDisplayRepository<SysUiState> {
val debugName = "SysUiStatePerDisplayRepo"
return repositoryFactory.create(debugName, instanceProvider)
}
}
}
The PerDisplayRepository<T> machinery comes from the shared
com.android.app.displaylib library (frameworks/libs/systemui/displaylib).
Components like SysUiState are tracked per-display through a
PerDisplayInstanceRepositoryImpl, so each connected display gets its own
instance. In Android 17 the per-display SysUiState repository is provided
unconditionally by PerDisplayRepositoriesModule.provideSysUiStateRepository
(frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/PerDisplayRepositoriesModule.kt),
not behind a feature flag.
48.10.2 Per-Display Status Bar¶
The status bar window controller uses StatusBarWindowControllerStore to
manage per-display instances:
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/window/
StatusBarWindowControllerStore.kt -- Store for per-display controllers
StatusBarWindowControllerImpl.java -- Per-display window management
StatusBarWindowStateController.kt -- Per-display window state tracking
Each display gets its own status bar window with appropriate insets and cutout handling.
48.10.3 Per-Display Navigation Bar¶
NavigationBarControllerImpl manages navigation bars on all displays:
// frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/
// NavigationBarControllerImpl.java
@SysUISingleton
public class NavigationBarControllerImpl implements
ConfigurationController.ConfigurationListener,
NavigationModeController.ModeChangedListener,
Dumpable, NavigationBarController {
private final SparseArray<NavigationBar> mNavigationBars = new SparseArray<>();
// SparseArray keyed by display ID
}
When a new display is added, createNavigationBar() is called. When removed,
removeNavigationBar() cleans up.
48.10.4 Display Subcomponent¶
The SystemUIDisplaySubcomponent (Kotlin) provides display-scoped dependencies
through a custom @PerDisplaySingleton scope; the reference build supplies it
via ReferenceSysUIDisplaySubcomponent:
frameworks/base/packages/SystemUI/src/com/android/systemui/display/
dagger/SystemUIDisplaySubcomponent.kt
dagger/ReferenceSysUIDisplaySubcomponent.kt
data/repository/DisplayComponentRepository.kt
Each display gets its own coroutine scope, configuration controller, and set of display-aware UI components.
graph TD
subgraph "SysUIComponent (process-wide)"
DCS["DisplayComponentRepository"]
end
subgraph "Display 0 (primary)"
SB0["StatusBarWindow"]
NB0["NavigationBar"]
SS0["SysUiState"]
end
subgraph "Display 1 (external)"
SB1["StatusBarWindow"]
NB1["NavigationBar"]
SS1["SysUiState"]
end
DCS --> SB0
DCS --> NB0
DCS --> SS0
DCS --> SB1
DCS --> NB1
DCS --> SS1
48.10.5 Connected Displays¶
The StatusBarConnectedDisplays flag gates the expansion of status bar
functionality to connected displays. When enabled, a HomeStatusBarComponent
(and its bound PhoneStatusBarView plus HomeStatusBarViewModel, section
48.2.3) is created per-display, each with its own icon pipeline and visibility
management. The flag is read in PhoneStatusBarViewController.
Around this sits a small connected-display UI stack. ConnectedDisplayInteractor
(src/com/android/systemui/display/domain/interactor/ConnectedDisplayInteractor.kt)
exposes a connectedDisplayState flow that reports CONNECTED when an external
display is attached and CONNECTED_SECURE when that display also has
FLAG_SECURE. ConnectedDisplayIconViewModel
(src/com/android/systemui/statusbar/systemstatusicons/connecteddisplay/ui/viewmodel/ConnectedDisplayIconViewModel.kt)
maps that state to the status-bar connected-display icon, with the chip itself
gated by status_bar_is_connected_display_chip_controlled_by_config. When a
display is first plugged in, ExternalDisplayConnectionDialog
(src/com/android/systemui/display/ui/view/ExternalDisplayConnectionDialog.kt,
with the Compose path behind enable_compose_external_display_dialog) asks the
user whether to mirror or extend. The per-display classes are built by the
SystemUIDisplaySubcomponent and PerDisplaySystemUIModule
(src/com/android/systemui/display/dagger/): the subcomponent is a
@PerDisplaySingleton scope created when a display appears and whose
coroutine scope is cancelled when the display is removed, so display-scoped
controllers tear down with their display.
48.11 Navigation Bar¶
The navigation bar provides the system navigation controls at the bottom (or side) of the screen. It supports three modes: 3-button, 2-button, and fully gestural.
48.11.1 Navigation Mode Controller¶
NavigationModeController tracks the current navigation mode, which is
determined by an overlay package:
// frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/
// NavigationModeController.java
@SysUISingleton
public class NavigationModeController implements Dumpable {
public interface ModeChangedListener {
void onNavigationModeChanged(int mode);
}
// Reads navigation mode from overlay applied to
// com.android.internal.R.integer.config_navBarInteractionMode
}
The three modes are defined in WindowManagerPolicyConstants:
| Mode | Constant | Description |
|---|---|---|
| 3-button | NAV_BAR_MODE_3BUTTON |
Back, Home, Recents buttons |
| 2-button | NAV_BAR_MODE_2BUTTON |
Back gesture + Home pill |
| Gestural | NAV_BAR_MODE_GESTURAL |
Full gesture navigation |
48.11.2 NavigationBarView¶
NavigationBarView is the root view for the navigation bar:
// frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/views/
// NavigationBarView.java
public class NavigationBarView extends FrameLayout {
// Contains ButtonDispatchers for Home, Back, Recents
// Manages rotation, layout direction, and button visibility
}
The view uses ButtonDispatcher to abstract button behaviour across different
button implementations (physical, software, or gesture targets):
graph TD
NBV["NavigationBarView"]
NBV --> NBIV["NavigationBarInflaterView<br/>(inflates button layout)"]
NBIV --> BD_Back["ButtonDispatcher<br/>(Back)"]
NBIV --> BD_Home["ButtonDispatcher<br/>(Home)"]
NBIV --> BD_Recents["ButtonDispatcher<br/>(Recents)"]
NBIV --> BD_IME["ContextualButton<br/>(IME Switcher)"]
NBIV --> BD_Rotate["ContextualButton<br/>(Rotation Suggestion)"]
NBIV --> BD_A11y["ContextualButton<br/>(Accessibility)"]
48.11.3 NavigationBarInflaterView¶
The button layout is defined by a string spec that
NavigationBarInflaterView parses:
// Default 3-button layout spec:
"back[1.0];home;recent[1.0]"
// 2-button layout spec:
"back[1.0];home;contextual[1.0]"
// Gestural layout (minimal):
"home_handle"
This allows OEMs to customise button order and sizes through overlays.
48.11.4 Gesture Navigation¶
In gestural mode, the navigation bar is replaced by a thin home indicator
handle. Navigation gestures are handled by EdgeBackGestureHandler:
// frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/
// gestural/EdgeBackGestureHandler.java
public class EdgeBackGestureHandler implements DisplayManager.DisplayListener,
NavigationModeController.ModeChangedListener {
// Handles edge swipe gestures for back navigation
// Manages gesture exclusion zones
// Integrates with predictive back animation
}
The gesture system:
graph TD
subgraph "Gesture Navigation"
EBG["EdgeBackGestureHandler"]
EBG --> ML["ML Classifier<br/>(BackGestureTfClassifierProvider)"]
EBG --> BP["BackPanelController<br/>(visual feedback)"]
EBG --> WM["WindowManager<br/>(gesture exclusion)"]
EBG --> FC["FalsingCollector<br/>(prevent false triggers)"]
end
Edge back gesture detection:
- The handler registers an input monitor for the display edges
- When a touch starts within the edge zone (typically 24dp), tracking begins
- A TensorFlow Lite classifier evaluates whether the gesture is a back swipe or an app gesture (e.g., drawer open)
- If classified as back, the
BackPanelControllershows the visual arrow - The gesture is dispatched as a
BackEventto the focused window - If predictive back is enabled, the app can animate in response
48.11.5 DisplayBackGestureHandler¶
For multi-display support, DisplayBackGestureHandler wraps the per-display
gesture handling:
// frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/
// gestural/DisplayBackGestureHandler.kt
// Per-display back gesture handling
48.11.6 NavigationBarTransitions¶
NavigationBarTransitions manages the visual transitions of the navigation
bar between modes:
// Transition modes:
MODE_OPAQUE -- Solid background (default)
MODE_SEMI_TRANSPARENT -- Partially transparent
MODE_TRANSLUCENT -- Fully transparent with scrim
MODE_LIGHTS_OUT -- Dimmed (immersive mode)
MODE_TRANSPARENT -- Fully transparent
48.11.7 Taskbar Integration¶
On large screens (tablets, foldables), the traditional navigation bar may be
replaced by a taskbar provided by Launcher. TaskbarDelegate in SystemUI
coordinates with the Launcher-provided taskbar:
// frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/
// TaskbarDelegate.java
public class TaskbarDelegate implements // ...
// Routes navigation bar callbacks to the Launcher taskbar
// Falls back to traditional nav bar when Launcher is unavailable
The enableTaskbarOnPhones feature flag controls whether the taskbar is also
available on phone form factors.
48.12 Monet / Dynamic Color / Material You¶
Android 12 introduced Material You, a design language where the entire
system UI derives its colour palette from the user's wallpaper. The engine
behind this is called Monet -- a colour-science pipeline that extracts a
seed colour from WallpaperColors, generates tonal palettes through the
Material Color Utilities library, and applies the resulting colours as
fabricated resource overlays across every package.
48.12.1 End-to-End Pipeline¶
graph TB
subgraph "Wallpaper Stack"
WP[WallpaperManager]
WC["WallpaperColors<br/>Primary / Secondary / Tertiary<br/>+ allColors population map"]
end
subgraph "SystemUI -- ThemeOverlayController"
TOC["ThemeOverlayController<br/>CoreStartable"]
SEED["getSeedColor()<br/>ColorScheme.getSeedColors()"]
CS_DARK["ColorScheme<br/>(dark)"]
CS_LIGHT["ColorScheme<br/>(light)"]
FAB["FabricatedOverlay x3<br/>accent / neutral / dynamic"]
end
subgraph "Monet Library"
HCT["Hct.fromInt(seed)"]
SCHEME["DynamicScheme<br/>TonalSpot / Vibrant /<br/>Expressive / Neutral / ..."]
TP["TonalPalette<br/>13 shade stops<br/>0..1000"]
end
subgraph "OverlayManager"
OM["OverlayManagerService"]
RES["android.R.color.system_*"]
end
subgraph "All Apps"
APPS["Apps read<br/>system_accent1_500,<br/>system_neutral1_100, ..."]
end
WP -->|"onColorsChanged"| TOC
TOC --> SEED
SEED --> HCT
HCT --> SCHEME
SCHEME --> TP
TP --> CS_DARK
TP --> CS_LIGHT
CS_DARK --> FAB
CS_LIGHT --> FAB
TOC -->|"applyCurrentUserOverlays()"| OM
FAB --> OM
OM -->|"registerFabricatedOverlay"| RES
RES --> APPS
48.12.2 Colour Extraction -- Seed Selection¶
ColorScheme.getSeedColors() implements the Monet seed-selection algorithm.
Given WallpaperColors (which contains all quantized colours with population
data), it:
- Builds a hue histogram -- 360 slots, each accumulating the proportion of colours with that hue.
- Scores each colour by a weighted combination of hue proportion (70%) and chroma distance from the 49.0 target (30%).
- Filters low-chroma colours (chroma < 5) which would produce grey themes.
- Selects hue-distinct seeds -- iteratively reduces the minimum hue distance from 90 degrees down to 15, picking up to 4 seeds.
- Falls back to
GOOGLE_BLUE(0xFF1b6ef3) if no suitable colour exists.
// frameworks/libs/systemui/monet/src/com/android/systemui/monet/ColorScheme.java
public static List<Integer> getSeedColors(WallpaperColors wallpaperColors, boolean filter) {
// ...
// Score: 0.7 * hueProportion + 0.3 * (chroma - 48)
// Iterative hue-distance selection from 90° down to 15°
// Fallback: GOOGLE_BLUE
}
For Live Wallpapers where quantization population is zero, the method trusts the ordering of the three main colours directly, filtering only by minimum chroma.
48.12.3 The ColorScheme Class¶
ColorScheme wraps the Material Color Utilities DynamicScheme and exposes
six TonalPalette instances:
// frameworks/libs/systemui/monet/src/com/android/systemui/monet/ColorScheme.java
@Deprecated // migrating to MaterialDynamicColors
public class ColorScheme {
private final TonalPalette mAccent1; // primaryPalette
private final TonalPalette mAccent2; // secondaryPalette
private final TonalPalette mAccent3; // tertiaryPalette
private final TonalPalette mNeutral1; // neutralPalette
private final TonalPalette mNeutral2; // neutralVariantPalette
private final TonalPalette mError; // errorPalette
}
Each palette is constructed from Hct (Hue-Chroma-Tone) colour space via
the Material library's TonalPalette. The class delegates to a style-specific
DynamicScheme based on ThemeStyle:
| ThemeStyle | DynamicScheme | Character |
|---|---|---|
TONAL_SPOT |
SchemeTonalSpot |
Default -- balanced, moderate chroma |
VIBRANT |
SchemeVibrant |
Higher chroma for bolder colours |
EXPRESSIVE |
SchemeExpressive |
Maximum chromatic variety |
SPRITZ |
SchemeNeutral |
Desaturated, subdued |
RAINBOW |
SchemeRainbow |
Full hue rotation |
FRUIT_SALAD |
SchemeFruitSalad |
Playful multi-hue |
CONTENT |
SchemeContent |
Faithful to source image |
MONOCHROMATIC |
SchemeMonochrome |
Single-hue grayscale |
CMF |
SchemeCmf |
New in Android 17 -- Colour-Material-Finish scheme |
CLOCK |
SchemeClock |
Custom SystemUI scheme for lock screen clocks |
CLOCK_VIBRANT |
SchemeClockVibrant |
High-chroma clock variant |
Android 17 also moves the Material library forward: ColorScheme constructs
each DynamicScheme from a list of seed Hct values (multi-seed support) and
a SpecVersion (SPEC_2026 is the current default), rather than a single seed
under the older spec.
48.12.4 TonalPalette and Shade Stops¶
Each TonalPalette contains 13 tonal stops:
// frameworks/libs/systemui/monet/src/com/android/systemui/monet/TonalPalette.java
public static final List<Integer> SHADE_KEYS =
Arrays.asList(0, 10, 50, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000);
Shade 0 is white, shade 1000 is black. The getAtTone(shade) method maps
the 0-1000 range to the Material library's 0-100 tone scale via
(1000 - shade) / 10. This produces Android's system_accent1_0 through
system_accent1_1000 resource colours.
48.12.5 ThemeOverlayController -- The Orchestrator¶
ThemeOverlayController is a CoreStartable that wires together wallpaper
change detection, colour scheme generation, and overlay application:
// frameworks/base/packages/SystemUI/src/com/android/systemui/theme/
// ThemeOverlayController.java
@SysUISingleton
public class ThemeOverlayController implements CoreStartable, Dumpable {
// Key fields:
protected ColorScheme mColorScheme;
protected int mMainWallpaperColor = Color.TRANSPARENT;
private int mThemeStyle = ThemeStyle.TONAL_SPOT;
private double mContrast = 0.0;
private FabricatedOverlay mAccentOverlay;
private FabricatedOverlay mNeutralOverlay;
private FabricatedOverlay mDynamicOverlay;
}
Listeners registered on start():
| Listener | Purpose |
|---|---|
WallpaperManager.OnColorsChangedListener |
Detects wallpaper colour changes for all users |
SecureSettings ContentObserver |
Detects THEME_CUSTOMIZATION_OVERLAY_PACKAGES changes |
UserTracker.Callback |
Re-evaluates on user switch |
UiModeManager.ContrastChangeListener |
Re-evaluates when contrast level changes |
BroadcastReceiver for ACTION_PROFILE_ADDED |
Applies overlays to new managed profiles |
BroadcastReceiver for ACTION_WALLPAPER_CHANGED |
Re-enables colour event acceptance |
KeyguardTransitionInteractor (asleep state) |
Defers processing until screen off |
48.12.6 Colour Event Deferral¶
The controller uses a sophisticated deferral mechanism to avoid jarring mid-use colour changes. When the user is looking at the screen, colour events are suppressed until the display goes off:
sequenceDiagram
participant WM as WallpaperManager
participant TOC as ThemeOverlayController
participant KTI as KeyguardTransitionInteractor
participant OMS as OverlayManagerService
WM->>TOC: onColorsChanged(colors, userId)
alt Screen is ON and acceptColorEvents=false
TOC->>TOC: mDeferredWallpaperColors.put(userId, colors)
Note over TOC: "Deferred until screen off"
else acceptColorEvents=true
TOC->>TOC: mAcceptColorEvents = false
TOC->>TOC: handleWallpaperColors()
TOC->>TOC: reevaluateSystemTheme()
end
KTI-->>TOC: isFinishedIn(DOZING) = true
TOC->>TOC: Process deferred colours
TOC->>TOC: createOverlays(seedColor)
TOC->>OMS: applyCurrentUserOverlays()
The wallpaper picker sets EXTRA_FROM_FOREGROUND_APP=true on the
ACTION_WALLPAPER_CHANGED broadcast, which resets mAcceptColorEvents to
true -- so user-initiated changes apply immediately.
48.12.7 Overlay Creation and Application¶
The createOverlays() method produces three fabricated overlays:
private void createOverlays(int color) {
mDarkColorScheme = new ColorScheme(color, true, mThemeStyle, mContrast);
mLightColorScheme = new ColorScheme(color, false, mThemeStyle, mContrast);
mAccentOverlay = newFabricatedOverlay("accent");
assignColorsToOverlay(mAccentOverlay, DynamicColors.getAllAccentPalette(), false);
mNeutralOverlay = newFabricatedOverlay("neutral");
assignColorsToOverlay(mNeutralOverlay, DynamicColors.getAllNeutralPalette(), false);
mDynamicOverlay = newFabricatedOverlay("dynamic");
assignColorsToOverlay(mDynamicOverlay, DynamicColors.getAllDynamicColorsMapped(), false);
assignColorsToOverlay(mDynamicOverlay, DynamicColors.getFixedColorsMapped(), true);
assignColorsToOverlay(mDynamicOverlay, DynamicColors.getCustomColorsMapped(), false);
}
For themed (non-fixed) colours, each resource has _light and _dark
variants:
overlay.setResourceValue(prefix + "_light", TYPE_INT_COLOR_ARGB8,
p.second.getArgb(mLightColorScheme.getMaterialScheme()), null);
overlay.setResourceValue(prefix + "_dark", TYPE_INT_COLOR_ARGB8,
p.second.getArgb(mDarkColorScheme.getMaterialScheme()), null);
Fixed colours (e.g. primaryFixed) are not dark/light variant and use the
light scheme only.
48.12.8 DynamicColors Token Mapping¶
The DynamicColors class generates the full set of colour tokens:
// frameworks/libs/systemui/monet/src/com/android/systemui/monet/DynamicColors.java
public class DynamicColors {
// Palette colours: accent1_0..1000, accent2_*, accent3_*, neutral1_*, neutral2_*
public static List<Pair<String, DynamicColor>> getAllAccentPalette();
public static List<Pair<String, DynamicColor>> getAllNeutralPalette();
// Material Dynamic Colors: primary, onPrimary, primaryContainer, ...
public static List<Pair<String, DynamicColor>> getAllDynamicColorsMapped();
// Fixed colours: primaryFixed, secondaryFixed, ...
public static List<Pair<String, DynamicColor>> getFixedColorsMapped();
// Custom SystemUI-specific colours
public static List<Pair<String, DynamicColor>> getCustomColorsMapped();
}
The token names are mapped to Android resource names with the prefix
android:color/system_. For example, accent1_500 becomes
android:color/system_accent1_500.
48.12.9 ThemeOverlayApplier -- The Transaction¶
ThemeOverlayApplier takes the fabricated overlays and applies them via
OverlayManager in a single atomic transaction:
// frameworks/base/packages/SystemUI/src/com/android/systemui/theme/
// ThemeOverlayApplier.java
@SysUISingleton
public class ThemeOverlayApplier implements Dumpable {
// Overlay categories applied in order:
static final List<String> THEME_CATEGORIES = Lists.newArrayList(
OVERLAY_CATEGORY_SYSTEM_PALETTE, // Tonal palette
OVERLAY_CATEGORY_ICON_LAUNCHER, // Launcher icons
OVERLAY_CATEGORY_SHAPE, // Adaptive icon shape
OVERLAY_CATEGORY_FONT, // System font
OVERLAY_CATEGORY_ACCENT_COLOR, // Accent colour
OVERLAY_CATEGORY_DYNAMIC_COLOR, // Dynamic Material colours
OVERLAY_CATEGORY_ICON_ANDROID, // Framework icons
OVERLAY_CATEGORY_ICON_SYSUI, // SystemUI icons
OVERLAY_CATEGORY_ICON_SETTINGS, // Settings icons
OVERLAY_CATEGORY_ICON_THEME_PICKER // Theme picker icons
);
}
The applier first disables all currently enabled overlays in the affected
categories, then registers new fabricated overlays, and enables them -- all
in a single OverlayManagerTransaction to minimise configuration changes.
Categories in SYSTEM_USER_CATEGORIES are applied to both the current user
and user 0 (system user), ensuring SystemUI and framework processes see the
correct colours.
48.12.10 Settings Integration¶
Theme customisation is persisted in
Settings.Secure.THEME_CUSTOMIZATION_OVERLAY_PACKAGES as a JSON object:
{
"android.theme.customization.system_palette": "1b6ef3",
"android.theme.customization.accent_color": "1b6ef3",
"android.theme.customization.color_source": "home_wallpaper",
"android.theme.customization.theme_style": "TONAL_SPOT",
"android.theme.customization.color_both": "1",
"_applied_timestamp": 1234567890
}
The ThemeOverlayController monitors this setting and re-evaluates on every
change. When the wallpaper changes and no preset colour is selected, it
updates this setting automatically, recording the colour source and timestamp.
48.12.11 Hardware Default Colours¶
Starting with Android 15, the hardwareColorStyles flag enables OEMs to
provide device-specific default colour palettes during the Setup Wizard.
Before the device is provisioned, the controller reads hardware defaults
(seed colour + style + source) and persists them as the initial theme
setting.
48.12.12 Contrast Support¶
ThemeOverlayController integrates with UiModeManager.getContrast() to
apply Material Design contrast levels. When the user changes the display
contrast in Accessibility settings, the controller receives a callback,
passes the new contrast value to ColorScheme, and regenerates overlays:
// In ColorScheme constructor:
new ColorScheme(seed, isDark, mThemeStyle, mContrast)
// mContrast flows through to DynamicScheme's contrastLevel parameter
This adjusts the tonal mapping so that foreground/background colour pairs maintain the selected contrast ratio.
48.12.13 Key Source Paths (Monet)¶
| Path | Description |
|---|---|
frameworks/libs/systemui/monet/src/com/android/systemui/monet/ColorScheme.java |
Seed selection, palette generation |
frameworks/libs/systemui/monet/src/com/android/systemui/monet/TonalPalette.java |
13-stop tonal palette wrapper |
frameworks/libs/systemui/monet/src/com/android/systemui/monet/DynamicColors.java |
Token-to-DynamicColor mapping |
frameworks/libs/systemui/monet/src/com/android/systemui/monet/CustomDynamicColors.java |
SystemUI-specific custom tokens |
frameworks/libs/systemui/monet/src/com/android/systemui/monet/Shades.java |
Legacy shade generation |
frameworks/libs/systemui/monet/src/com/android/systemui/monet/SchemeClock.java |
Clock face colour scheme |
frameworks/libs/systemui/monet/src/com/android/systemui/monet/SchemeClockVibrant.java |
Vibrant clock variant |
frameworks/base/packages/SystemUI/src/com/android/systemui/theme/ThemeOverlayController.java |
Orchestrator (CoreStartable) |
frameworks/base/packages/SystemUI/src/com/android/systemui/theme/ThemeOverlayApplier.java |
OverlayManager transaction |
frameworks/base/packages/SystemUI/src/com/android/systemui/theme/ThemeModule.java |
Dagger module |
48.13 Window Manager Shell Deep Dive¶
Section 48.1.2 mentioned that SystemUI receives "shell interfaces" — Pip,
SplitScreen, Bubbles, ShellTransitions — from a separate Dagger
subcomponent called WMComponent. That subcomponent and the code behind
those interfaces live in their own AOSP library at frameworks/base/libs/WindowManager/Shell,
called WM Shell throughout the codebase (Java package
com.android.wm.shell). This section walks through what WM Shell is, how it
integrates with SystemUI, and how its per-feature subpackages map to the
multi-window experiences a user sees on screen.
48.13.1 Shell Is a Library, Not a Process¶
The name "shell" can mislead. WM Shell does not run as a separate
process — there is no wm_shell entry in ps. It is a Java library
(wm_shell-sources filegroup in frameworks/base/libs/WindowManager/Shell/Android.bp)
that the SystemUI APK statically links and loads into its own process. The
"shell" name reflects its conceptual role: a shell around the
WindowManagerService core, providing the policy and UI for windowing
features without bloating system_server.
This division has a concrete reason. Multi-window UX (PIP windows, split view dividers, freeform window decorations, bubble badges) needs to render Views, listen to gestures, and react to configuration changes — work that naturally belongs in a foreground UI process rather than the system server. SystemUI is already a long-lived foreground process with rendering, input, and IPC plumbing in place, so the Shell library piggy-backs on it. On Wear, TV, or Auto, a different SystemUI variant links a different form-factor Shell module (see 48.13.7), but the loading mechanism is the same.
flowchart LR
subgraph SystemServer["system_server process"]
WMS["WindowManagerService<br/>(window tree, layout)"]
ATM["ActivityTaskManagerService"]
ITaskOrg["ITaskOrganizerController<br/>(Binder)"]
WMS --> ITaskOrg
ATM --> WMS
end
subgraph SystemUI["systemui process"]
WMComponent["WMComponent<br/>(Dagger subcomponent)"]
ShellInterface["ShellInterface<br/>(lifecycle facade)"]
ShellTaskOrg["ShellTaskOrganizer<br/>(extends TaskOrganizer)"]
Features["pip/<br/>splitscreen/<br/>bubbles/<br/>freeform/<br/>desktopmode/<br/>onehanded/<br/>recents/<br/>transition/<br/>startingsurface"]
SysUI["SysUI components<br/>(WMShell adapter, QS, NotifShade, ...)"]
WMComponent --> ShellInterface
WMComponent --> ShellTaskOrg
WMComponent --> Features
ShellInterface --> SysUI
Features --> SysUI
end
ShellTaskOrg <-.Binder.-> ITaskOrg
The right-hand process loads the entire Shell library; the left-hand
process owns the source of truth for what windows exist. They communicate
through one Binder interface (ITaskOrganizerController) plus a handful of
event listeners.
48.13.2 WMComponent: Shell's Dagger Boundary¶
WM Shell exposes a strict surface to SystemUI through the WMComponent
Dagger subcomponent:
// Source: frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/
// dagger/WMComponent.java:56
@WMSingleton
@Subcomponent(modules = {WMShellModule.class})
public interface WMComponent {
default void init() {
getShell().onInit();
}
// Interfaces provided to SysUI
@WMSingleton ShellInterface getShell();
@WMSingleton Optional<OneHanded> getOneHanded();
@WMSingleton Optional<Pip> getPip();
@WMSingleton Optional<SplitScreen> getSplitScreen();
@WMSingleton Optional<Bubbles> getBubbles();
@WMSingleton Optional<TaskViewFactory> getTaskViewFactory();
@WMSingleton ShellTransitions getShellTransitions();
@WMSingleton KeyguardTransitions getKeyguardTransitions();
@WMSingleton Optional<StartingSurface> getStartingSurface();
@WMSingleton Optional<DisplayAreaHelper> getDisplayAreaHelper();
@WMSingleton Optional<RecentTasks> getRecentTasks();
@WMSingleton Optional<BackAnimation> getBackAnimation();
@WMSingleton Optional<DesktopMode> getDesktopMode();
@WMSingleton Optional<AppZoomOut> getAppZoomOut();
@WMSingleton Optional<AppHandles> getAppHandles();
// ... plus a few injector methods for field injection
}
Two design rules show in this signature:
- Almost everything is
Optional<>. PIP only exists on form factors that allow it. Split-screen is absent on watches.RecentTasksis present on phones but consumed by Launcher, not SystemUI directly. Wrapping every feature inOptionallets the same SystemUI codebase build across phones, tablets, TV, Wear, and Auto. - The component lists Dagger modules, not classes.
WMComponentinstallsWMShellModule. The TV variantTvWMComponentinstallsTvWMShellModuleinstead, which binds different implementations of the samePip/Bubbles/ etc. interfaces. The interface contract with SystemUI is identical; the implementation is form-factor specific.
The @WMSingleton scope ensures each feature gets exactly one instance
per Shell. WMSingleton is a custom Dagger scope defined in
WMSingleton.java — it is not @Singleton, because the SysUI side has
its own @SysUISingleton, and the two scopes need to coexist in the same
process without colliding.
48.13.3 ShellInterface: The Lifecycle Facade¶
Most features live behind their own type, but the Shell as a whole is
exposed through a single facade called ShellInterface:
// Source: frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/
// sysui/ShellInterface.java:34
public interface ShellInterface {
default void onInit() {}
default void onConfigurationChanged(Configuration newConfiguration) {}
default void onKeyguardVisibilityChanged(boolean visible, boolean occluded,
boolean animatingDismiss) {}
default void onKeyguardDismissAnimationFinished() {}
default void onUserChanged(int newUserId, @NonNull Context userContext) {}
default void onUserProfilesChanged(@NonNull List<UserInfo> profiles) {}
default void addDisplayImeChangeListener(DisplayImeChangeListener listener,
Executor executor) {}
default void removeDisplayImeChangeListener(DisplayImeChangeListener listener) {}
// ... handles shell commands, dumps, etc.
}
The interface mirrors the lifecycle events SystemUI already tracks
(keyguard visibility, user changes, configuration changes, IME position).
The implementation is ShellController, which fans these events out to
each registered Shell feature.
This shape means the Shell does not poll SystemUI; SystemUI pushes
state changes. The SysUI-side adapter is com.android.systemui.wmshell.WMShell,
a @SysUISingleton CoreStartable whose start() method wires every
SystemUI signal SystemUI emits — KeyguardStateController,
WakefulnessLifecycle, ConfigurationController, UserTracker,
CommandQueue — to the corresponding ShellInterface method.
48.13.4 ShellInit: Ordered Initialization¶
A library injected by Dagger has a known construction order (driven by
the dependency graph), but Dagger does not guarantee a known
initialization order. ShellInit adds that guarantee:
// Source: frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/
// sysui/ShellInit.java:62
public <T extends Object> void addInitCallback(Runnable r, T instance) {
if (mHasInitialized) {
if (Build.isDebuggable()) {
// All callbacks must be added prior to the Shell being initialized
throw new IllegalArgumentException("Can not add callback after init");
}
return;
}
final String className = instance.getClass().getSimpleName();
mInitCallbacks.add(new Pair<>(className, r));
ProtoLog.v(WM_SHELL_INIT, "Adding init callback for %s", className);
}
@VisibleForTesting
public void init() {
ProtoLog.v(WM_SHELL_INIT, "Initializing Shell Components: %d", mInitCallbacks.size());
SurfaceControl.setDebugUsageAfterRelease(true);
// Init in order of registration
for (int i = 0; i < mInitCallbacks.size(); i++) {
final Pair<String, Runnable> info = mInitCallbacks.get(i);
final long t1 = SystemClock.uptimeMillis();
info.second.run();
final long t2 = SystemClock.uptimeMillis();
ProtoLog.v(WM_SHELL_INIT, "\t%s init took %dms", info.first, (t2 - t1));
}
mInitCallbacks.clear();
mHasInitialized = true;
}
Each Shell component injects ShellInit in its constructor and calls
addInitCallback(this::onInit, this). Because Dagger constructs the
graph leaves-first, the callbacks land in dependency order
automatically. When WMComponent.init() later fires getShell().onInit(),
ShellController calls ShellInit.init(), which drains the queue in
registration order. The per-component init time is logged through
ProtoLog (see 48.13.10) so regressions in Shell start-up cost show up in
traces.
In debug builds, adding a callback after init() throws. This is a
deliberate guard: late init usually means a feature got constructed
through lazy injection on the main thread instead of at component
build-time, which would defeat the dependency-ordered startup.
48.13.5 ShellTaskOrganizer: The Bridge to WindowManager¶
Shell features need to observe and manipulate the system's task tree:
PIP needs to know when a task enters picture-in-picture mode,
split-screen needs to reparent tasks under its divider, transitions need
to inspect what just appeared. system_server's
ActivityTaskManagerService exposes that observation surface through the
TaskOrganizer API, and ShellTaskOrganizer is the Shell's single
implementation of it:
// Source: frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/
// ShellTaskOrganizer.java:90
public class ShellTaskOrganizer extends TaskOrganizer {
// ...
public ShellTaskOrganizer(ShellInit shellInit, /* ... */) {
super(/* ... */);
// wait to register until Transitions is initialized
shellInit.addInitCallback(this::onInit, this);
}
@Override
public List<TaskAppearedInfo> registerOrganizer() {
synchronized (mLock) {
final List<TaskAppearedInfo> taskInfos = super.registerOrganizer();
// ... rebroadcast current tasks to Shell listeners
return taskInfos;
}
}
}
TaskOrganizer is an AOSP-internal Binder interface. When the Shell
calls registerOrganizer(), system_server starts pushing
onTaskAppeared / onTaskInfoChanged / onTaskVanished callbacks back
to the Shell process. The Shell maintains a single registration —
features like PIP and split-screen don't each register their own
TaskOrganizer; they subscribe to ShellTaskOrganizer via per-feature
listener interfaces. That keeps the IPC channel narrow and avoids
duplicate notifications for the same window event.
48.13.6 Per-Feature Subpackages¶
The Shell groups each multi-window experience under its own package. The following table maps the visible features to their source locations:
Package under com.android.wm.shell. |
What the user sees |
|---|---|
pip/, pip2/ |
Picture-in-picture video windows. pip2 is the staged rewrite of the legacy pip package. |
splitscreen/ |
Side-by-side or top-bottom split with the central drag divider. |
bubbles/ |
Floating conversation bubbles + the bubble bar. |
freeform/ |
Free-floating, resizable windows on large screens. |
desktopmode/ |
Connected-display desktop with multiple visible app windows. |
onehanded/ |
One-handed mode that drags the screen contents downward. |
back/ |
Predictive back animation (system & cross-activity). |
transition/ |
Cross-activity / cross-task transitions driven by Shell. |
startingsurface/ |
App splash screens and snapshot starting windows. |
recents/ |
Recent-tasks data feed to Launcher. |
windowdecor/ |
Title bars / handles on freeform & desktop windows. |
compatui/ |
Restart-for-resize and aspect-ratio-mismatch buttons. |
taskview/ |
The TaskView reusable view that hosts a task inside another window. |
unfold/ |
Foldable unfold/fold animation pipeline. |
activityembedding/ |
Jetpack ActivityEmbedding host-side support. |
keyguard/ |
KeyguardTransitions — Shell's slice of keyguard show/hide animations. |
apptoweb/ |
Web-link launch helpers for embedded browsing. |
appzoomout/ |
Zoomed-out app overview used by Recents. |
hidedisplaycutout/ |
Lets apps opt the cutout into a black bar. |
crashhandling/ |
Surface-level crash overlay during AppCrash. |
Each subpackage owns its model, its UI (often a Compose or View tree
that renders inside a Shell-owned window), and its public interface in
WMComponent. Cross-package interactions go through Shell-internal
contracts (Transitions, ShellTaskOrganizer listeners,
ShellController callbacks) rather than direct calls — the same
isolation discipline that keeps WMComponent's surface minimal applies
inside the library too.
48.13.7 Form-Factor Variants: WMShellModule vs TvWMShellModule¶
The same WMComponent interface is satisfied by different Dagger
modules depending on the build target. The largest module is
WMShellModule (~phone/tablet/foldable behaviour); TV builds substitute
TvWMShellModule, which binds TV-specific PIP, TV-style transitions,
and disables features that do not apply (split-screen, freeform). The
TV variant is selected through TvWMComponent:
A SystemUI build picks one or the other based on its product flavour.
Wear and Auto plug in their own variants the same way. OEMs that ship a
custom form factor (Chromebook, AR headset, …) typically add another
Subcomponent rather than forking the Shell library, because every
variant still benefits from upstream feature work going into the base
WMShellModule.
The base module WMShellBaseModule is shared across variants and runs
to ~1200 lines: it binds the transports (ShellExecutor,
HandlerThread, Choreographer), the cross-cutting services
(ShellInit, ShellController, ShellCommandHandler,
ProtoLogController, ShellTaskOrganizer, Transitions,
DisplayController), and a long list of providers for things every form
factor needs (back animation, drag-and-drop, splash screens, IME
position tracking).
48.13.8 Transitions: Driving Animations from Shell¶
Pre-Android-12, cross-activity animations were driven by
system_server with hardcoded animations baked into
WindowManagerService. The modern model moves the animation
implementation into Shell, while system_server still owns the
decision to start an animation. The plumbing lives in
com.android.wm.shell.transition.Transitions:
system_servercallsIShellTransitions#onTransitionReady(...)over Binder, handing the Shell aTransitionInfothat lists the windows appearing / disappearing / changing.Transitionsmatches the info against registeredTransitionHandlers in priority order. The first handler that accepts becomes the animator for that transition.- The handler manipulates
SurfaceControls and runs animators on the Shell main thread. When the animation finishes, the Shell callsfinishTransition(...)back tosystem_server, which then applies the queuedWindowContainerTransaction.
Each feature that wants custom motion (PIP enter/exit, split-screen
divider drag, desktop window animate, predictive back) registers its own
TransitionHandler. The Shell's central DefaultTransitionHandler is
the fallback when nothing else handles the transition.
ShellTransitions is the small interface SystemUI receives through
WMComponent (getShellTransitions()); it exposes only the hooks that
SystemUI needs (e.g. registering its own handlers for shade and keyguard
animations) and hides the internals.
48.13.9 TaskView: Embedding a Task in a View¶
taskview/ provides one of the Shell's most reused primitives: a
TaskView that hosts a real task inside a regular View. Bubbles use
it to render the conversation app inside the expanded bubble window.
Settings panels use it for embedded preferences. Apps with the
right permission use it for trusted overlays.
Internally, TaskViewFactory is the @WMSingleton factory exposed
through WMComponent. It creates TaskViewTaskController and a
SurfaceControl-backed TaskView View, registers the task with
ShellTaskOrganizer, and re-parents its surface under the View when
the task appears. Resize and bounds updates flow through
WindowContainerTransactions back to system_server. The visible
result is that a single child View shows another app's UI while the
host process still owns input dispatch above the surface.
48.13.10 ProtoLog: Build-Time Log Transformation¶
Shell logging is unusual: it does not call Log.d(TAG, ...) directly.
Instead, every log call goes through ProtoLog, and a build-time tool
(protologtool, defined in Android.bp) rewrites the calls into a
compact binary form. The rewrite is driven by ShellProtoLogGroup and
the wm_shell_protolog-groups Java library.
// Source: frameworks/base/libs/WindowManager/Shell/Android.bp:65
java_genrule {
name: "wm_shell_protolog_src",
srcs: [
":protolog-impl",
":wm_shell-sources",
":wm_shell_protolog-groups",
],
tools: ["protologtool"],
cmd: "$(location protologtool) transform-protolog-calls " +
"--protolog-class com.android.internal.protolog.ProtoLog " +
"--loggroups-class com.android.wm.shell.protolog.ShellProtoLogGroup " +
"--loggroups-jar $(location :wm_shell_protolog-groups) " +
"--viewer-config-file-path /system_ext/etc/wmshell.protolog.pb " +
"--output-srcjar $(out) " +
"$(locations :wm_shell-sources)",
out: ["wm_shell_protolog.srcjar"],
}
The build emits two artefacts:
- A
.srcjarof rewritten Shell sources, where eachProtoLog.v(GROUP, "format", args)becomes a numeric ID plus its arg values, dropping the format string from the runtime binary. wmshell.protolog.pb(installed into/system_ext/etc/), a protobuf-encoded map from log ID back to format string.
This split keeps Shell log statements cheap (one ID + args, no string
work in the hot path) while still letting dumpsys and trace tools
reconstruct human-readable lines on demand. Chapter 58's tracing section
covers ProtoLog in detail; for Shell purposes, the key point is that
greping the Shell source for human log text returns the
pre-transform code, which is what developers read and review.
48.13.11 The Jetpack Half (libs/WindowManager/Jetpack)¶
The sibling frameworks/base/libs/WindowManager/Jetpack/ directory is
not part of the Shell library. It implements
androidx.window.extensions.* — the platform side of the AndroidX
WindowManager Jetpack library — and ships as androidx.window.extensions
on the device. Apps that depend on androidx.window (foldable posture
APIs, ActivityEmbedding, area extensions) talk to this extensions APK,
which in turn talks to the platform.
Source: frameworks/base/libs/WindowManager/Jetpack/src/androidx/window/extensions/
(WindowExtensionsImpl.java, WindowExtensionsProvider.java, plus
area/, bubble/, embedding/, layout/, util/ subpackages).
The two libraries share a parent directory because they share a domain (WindowManager-adjacent client code) and historically share contributors, but they are otherwise independent: the Shell runs inside SystemUI; the Jetpack extensions library is loaded into each app's process via the extensions discovery API.
48.13.12 How SystemUI Talks Back to Shell: The WMShell CoreStartable¶
The SystemUI side has a single adapter that wires SystemUI's state into Shell's listeners:
// Source: frameworks/base/packages/SystemUI/src/com/android/systemui/wmshell/
// WMShell.java:99
@SysUISingleton
public final class WMShell implements CoreStartable, CommandQueue.Callbacks {
// Injected: ShellInterface, Optional<Pip>, Optional<SplitScreen>,
// Optional<Bubbles>, Optional<OneHanded>, Optional<RecentTasks>,
// Optional<DesktopMode>, KeyguardStateController,
// WakefulnessLifecycle, ConfigurationController, ...
}
The class JavaDoc states the explicit ordering rule:
SysUI application starts → SystemUIFactory is initialized → WMComponent is created → SysUIComponent is created (with WMComponents injected) → SysUI services are started → WMShell starts and binds SysUI with Shell components via exported Shell interfaces
In other words: the entire Shell graph is built and initialized before
any SysUI CoreStartable runs. By the time WMShell.start() fires,
every Shell feature is ready to receive callbacks. WMShell then
subscribes to the SystemUI lifecycle controllers and forwards each
change into the corresponding ShellInterface / per-feature method
(e.g. KeyguardStateController → mShellInterface.onKeyguardVisibilityChanged(...),
UserTracker → mShellInterface.onUserChanged(...)).
48.13.13 Key Source Files Reference (WM Shell)¶
| File | Purpose |
|---|---|
frameworks/base/libs/WindowManager/Shell/Android.bp |
Module definitions, ProtoLog genrules, form-factor variants |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/dagger/WMComponent.java |
Dagger subcomponent — Shell's public surface |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/dagger/WMShellBaseModule.java |
Cross-form-factor base bindings (~1200 lines) |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/dagger/WMShellModule.java |
Phone/tablet form-factor bindings |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/dagger/TvWMShellModule.java |
TV form-factor bindings |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/sysui/ShellInterface.java |
Lifecycle facade SysUI calls into |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/sysui/ShellController.java |
Implementation of ShellInterface — event fan-out |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/sysui/ShellInit.java |
Ordered init callback registry |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/ShellTaskOrganizer.java |
Single TaskOrganizer registration; per-feature listeners |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/transition/Transitions.java |
Transition handler registry and dispatch |
frameworks/base/libs/WindowManager/Shell/src/com/android/wm/shell/protolog/ShellProtoLogGroup.java |
ProtoLog group enum, transformed at build time |
frameworks/base/packages/SystemUI/src/com/android/systemui/wmshell/WMShell.java |
SysUI-side adapter CoreStartable |
frameworks/base/libs/WindowManager/Jetpack/src/androidx/window/extensions/ |
Jetpack window extensions APK (separate from Shell) |
48.14 Low-Light Dream Library¶
Sections 48.5 and (later) 48.15 mention the DREAMING keyguard state — the
period where a DreamService (Android's screensaver mechanism, often called
a daydream) is showing on top of the lock screen. The system dream is
chosen by DreamManagerService, but on form factors that want to switch to
a different dream in low ambient light — typically a dim, clock-only
screensaver on a smart display, tablet, or Hub — the choice is mediated by
a small library at frameworks/base/libs/dream/lowlight/, packaged as
LowLightDreamLib and linked into SystemUI variants that need it.
This section walks through the library's surface, the state machine it
implements, and how SystemUI consumes it from its lowlight/ package.
48.14.1 What the Library Owns and What It Does Not¶
LowLightDreamLib is intentionally narrow. It owns:
- The three-value ambient-light enum (
AMBIENT_LIGHT_MODE_UNKNOWN,AMBIENT_LIGHT_MODE_REGULAR,AMBIENT_LIGHT_MODE_LOW_LIGHT). - The "transition coordinator" that lets other SystemUI components run animations before the dream swap.
- The Dagger plumbing that lets a host SystemUI variant inject a
ComponentName?for "the dream to show when it's dark".
It does not own:
- Ambient-light sensing. The host provides the sensor reading.
- The dream UI itself. The host (or an OEM-supplied APK) implements
the
DreamServicewhoseComponentNameis wired through Dagger. - The base "regular" dream.
DreamManagerServicechooses that from the per-userSettings.Secure.SCREENSAVER_COMPONENTSlist — the library only overrides viasetSystemDreamComponent.
Source layout (~5 source files, ~250 lines):
frameworks/base/libs/dream/lowlight/
src/com/android/dream/lowlight/
LowLightDreamManager.kt -- core 3-mode state machine
LowLightTransitionCoordinator.kt -- enter/exit animation hooks
util/{KotlinUtils.kt, TruncatedInterpolator.kt}
dagger/
LowLightDreamModule.kt -- @Provides for timeout, scope, dispatcher
LowLightDreamComponent.kt -- Subcomponent + Factory (host wires DreamManager + dream ComponentName)
qualifiers/{Application.kt, Main.kt}
res/values/config.xml -- config_lowLightTransitionTimeoutMs (default 2000ms)
48.14.2 LowLightDreamManager: The 3-Mode State Machine¶
LowLightDreamManager is the only public class with side effects. Its
state is a single @AmbientLightMode int plus an in-flight transition
Job:
// Source: frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/
// LowLightDreamManager.kt:42
class LowLightDreamManager @Inject constructor(
@Application private val coroutineScope: CoroutineScope,
private val dreamManager: DreamManager,
private val lowLightTransitionCoordinator: LowLightTransitionCoordinator,
@param:Named(LowLightDreamModule.LOW_LIGHT_DREAM_COMPONENT)
private val lowLightDreamComponent: ComponentName?,
@param:Named(LowLightDreamModule.LOW_LIGHT_TRANSITION_TIMEOUT_MS)
private val lowLightTransitionTimeoutMs: Long
) {
@RequiresPermission(Manifest.permission.WRITE_DREAM_STATE)
fun setAmbientLightMode(@AmbientLightMode ambientLightMode: Int) {
if (lowLightDreamComponent == null) {
// ... log + bail. Host opted out of low-light dreams.
return
}
if (mAmbientLightMode == ambientLightMode) return
mAmbientLightMode = ambientLightMode
val shouldEnterLowLight = mAmbientLightMode == AMBIENT_LIGHT_MODE_LOW_LIGHT
mTransitionJob?.cancel()
mTransitionJob = coroutineScope.launch {
try {
lowLightTransitionCoordinator.waitForLowLightTransitionAnimation(
timeout = mLowLightTransitionTimeout,
entering = shouldEnterLowLight
)
} catch (ex: TimeoutCancellationException) {
Log.e(TAG, "timed out while waiting for low light animation", ex)
} catch (ex: CancellationException) {
Log.w(TAG, "low light transition animation cancelled")
// Catch the cancellation so that we still set the system dream component if the
// animation is cancelled, such as by a user tapping to wake as the transition to
// low light happens.
}
dreamManager.setSystemDreamComponent(
if (shouldEnterLowLight) lowLightDreamComponent else null
)
}
}
}
Three details worth noting:
lowLightDreamComponent == nullis the opt-out. Hosts that do not want this feature bind the qualifiedComponentName?tonull. The manager then short-circuits every call without ever touchingDreamManager. This is how the same SystemUI Dagger graph compiles across products that have a low-light dream and those that don't.- One in-flight transition at a time. Each call cancels the previous
mTransitionJob. If the ambient sensor oscillates around the threshold, you get at most one animation+setSystemDreamComponentper stable interval. - The animation is awaited, not raced. The
coroutineScope.launchblocks on the coordinator'swaitForLowLightTransitionAnimationbefore swapping dreams. The swap happens after the host's enter/exit animator completes — so a SystemUI Compose animation runs first, then the dream cuts. TheCancellationExceptionbranch deliberately falls through to still callsetSystemDreamComponent, so a "wake while transitioning" still leaves the system in a coherent state instead of half-transitioned.
The WRITE_DREAM_STATE annotation reflects the underlying
DreamManagerService permission: only the system UID and apps holding
android.permission.WRITE_DREAM_STATE (a signature-or-system
permission) can call this method, which matches the SystemUI process
profile.
48.14.3 LowLightTransitionCoordinator: Letting the Host Animate First¶
A naked dream swap looks abrupt — the screen would cut from the regular
dream (or the lock screen wallpaper) to the low-light dream with no
fade. LowLightTransitionCoordinator lets the host register one
enter listener and one exit listener, each of which returns an
Animator?:
// Source: frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/
// LowLightTransitionCoordinator.kt:30
@Singleton
class LowLightTransitionCoordinator @Inject constructor() {
interface LowLightEnterListener {
fun onBeforeEnterLowLight(): Animator?
}
interface LowLightExitListener {
fun onBeforeExitLowLight(): Animator?
}
// ... setLowLightEnterListener(...) / setLowLightExitListener(...)
suspend fun waitForLowLightTransitionAnimation(timeout: Duration, entering: Boolean) =
suspendCoroutineWithTimeout(timeout) { continuation ->
// ... call listener, listen on Animator.onAnimationEnd, resume continuation
}
}
Two design choices stand out:
- One listener per direction. The coordinator deliberately does
not support a list of subscribers. Stacking animations across
multiple subsystems would race in ways the dream swap can't recover
from. The host picks one orchestrator (usually a
lowlightclockUI controller in the SystemUI variant that owns the low-light surface) and that orchestrator is responsible for fanning out internally. - Returning
nullmeans "no animation, swap immediately." The helper resumes the continuation synchronously when the listener returns null, so a no-op host still gets the dream cut without an extra event-loop hop.
The 2000ms default timeout (config_lowLightTransitionTimeoutMs) is a
floor: a stuck animation cannot block the dream forever, and
setAmbientLightMode logs the timeout and proceeds with the swap.
48.14.4 Dagger Wiring on the Host Side¶
A SystemUI variant that wants the library injects a
LowLightDreamComponent.Factory from its top-level component and
provides the two values the library can't know: the system
DreamManager and the dream ComponentName?.
// Source: frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/
// dagger/LowLightDreamComponent.kt:25
@Subcomponent(modules = [LowLightDreamModule::class])
interface LowLightDreamComponent {
@Subcomponent.Factory
interface Factory {
fun create(
@BindsInstance dreamManager: DreamManager,
@Named(LowLightDreamModule.LOW_LIGHT_DREAM_COMPONENT)
@BindsInstance lowLightDreamComponent: ComponentName?
): LowLightDreamComponent
}
}
LowLightDreamModule then provides the rest from Context resources:
// Source: frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/
// dagger/LowLightDreamModule.kt:35
@Module
object LowLightDreamModule {
@Provides @Named(LOW_LIGHT_TRANSITION_TIMEOUT_MS)
fun providesLowLightTransitionTimeout(context: Context): Long =
context.resources.getInteger(R.integer.config_lowLightTransitionTimeoutMs).toLong()
@Provides @Main
fun providesMainDispatcher(): CoroutineDispatcher = Dispatchers.Main.immediate
@Provides @Application
fun providesApplicationScope(@Main dispatcher: CoroutineDispatcher): CoroutineScope =
CoroutineScope(dispatcher)
}
@Named(LOW_LIGHT_DREAM_COMPONENT) is the key seam. A product that
defines a low-light dream points the binding at e.g.
com.example.systemui/.LowLightDream; a product that does not want one
binds null, and LowLightDreamManager.setAmbientLightMode becomes a
no-op. The library compiles into every SystemUI flavour either way.
48.14.5 Consumption Path: SystemUI's lowlight Package¶
The consumer of the library in upstream AOSP lives in SystemUI's
com.android.systemui.lowlight package. AmbientLightModeMonitor
subscribes to the device light sensor and a debounce algorithm to
classify ambient light as AMBIENT_LIGHT_MODE_LIGHT,
AMBIENT_LIGHT_MODE_DARK, or AMBIENT_LIGHT_MODE_UNDECIDED.
LowLightBehaviorCoreStartable is the CoreStartable that ties that
signal together with keyguard, dock, and power state; when low-light
behavior calls for the low-light dream, LowLightClockDreamAction
(in lowlightclock/) invokes
lowLightDreamManager.setAmbientLightMode(mode). The library handles
the rest:
flowchart LR
Sensor["Light sensor<br/>(AmbientLightModeMonitor)"]
Monitor["LowLightBehaviorCoreStartable<br/>(SystemUI lowlight/)"]
Mgr["LowLightDreamManager<br/>(LowLightDreamLib)"]
Coord["LowLightTransitionCoordinator"]
HostUI["Host enter/exit listener<br/>(lowlightclock UI)"]
DM["DreamManager<br/>(DreamManagerService)"]
Dream["Low-light DreamService<br/>(per-product APK)"]
Sensor --> Monitor
Monitor --> Mgr
Mgr --> Coord
Coord --> HostUI
HostUI --> Coord
Mgr --> DM
DM --> Dream
Note that the host UI sits behind the coordinator — the library calls the host, not the other way around. That keeps the SystemUI listener purely reactive (it never asks "is it dark?") and concentrates the state in the manager.
48.14.6 Where This Fits in the Wider Dream Story¶
The library is intentionally agnostic about what the low-light dream
shows. In practice these are minimal, dim, mostly-static surfaces —
common patterns are a low-brightness clock, an album-art screensaver,
or a date/weather panel. The point of swapping at the DreamService
level instead of inside one dream is composition: the regular dream
can be a third-party screensaver picked by the user, while the
low-light dream is a system-controlled, high-contrast,
low-power-budget surface. The library is the bridge that lets a SystemUI
variant flip between them without forcing every dream to implement
its own dim mode.
For the broader screensaver / DreamService architecture (DreamManagerService,
DreamOverlayService, doze + AOD interaction), see Chapter 48 §48.5
(Lock Screen) and §48.15 (Keyguard Deep Dive), which trace the
DREAMING state through the keyguard state machine.
48.14.7 Key Source Files Reference (LowLightDreamLib)¶
| File | Purpose |
|---|---|
frameworks/base/libs/dream/lowlight/Android.bp |
LowLightDreamLib android_library module, declares Dagger compiler plugin |
frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/LowLightDreamManager.kt |
3-mode state machine, calls DreamManager.setSystemDreamComponent |
frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/LowLightTransitionCoordinator.kt |
Enter/exit Animator? listener pair, coroutine await helper |
frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/dagger/LowLightDreamModule.kt |
@Provides for timeout, main dispatcher, application coroutine scope |
frameworks/base/libs/dream/lowlight/src/com/android/dream/lowlight/dagger/LowLightDreamComponent.kt |
Dagger @Subcomponent host wires DreamManager + ComponentName? into |
frameworks/base/libs/dream/lowlight/res/values/config.xml |
config_lowLightTransitionTimeoutMs (default 2000ms) |
frameworks/base/packages/SystemUI/src/com/android/systemui/lowlight/AmbientLightModeMonitor.kt |
SystemUI light-sensor monitor that classifies ambient light into light/dark/undecided modes |
frameworks/base/packages/SystemUI/src/com/android/systemui/lowlight/LowLightBehaviorCoreStartable.kt |
CoreStartable that drives low-light behavior; lowlightclock/LowLightClockDreamAction.kt calls setAmbientLightMode |
48.15 Keyguard Deep Dive¶
Section 48.5 introduced the lock screen architecture. This section explores the internal state machine, biometric unlock modes, bouncer flow, AOD transitions, and the MVI modernisation in much greater detail, drawing on the full keyguard source tree.
48.15.1 Keyguard State Machine¶
The keyguard subsystem is fundamentally a state machine. The
KeyguardState enum defines all possible states:
// frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/
// KeyguardState.kt
enum class KeyguardState {
OFF, // Display completely off, sensors disabled
DOZING, // Low-power mode, some sensors active
DREAMING, // Third-party dream (screensaver) showing
AOD, // Always-On Display showing minimal UI
ALTERNATE_BOUNCER,// Biometric credential prompt (e.g. UDFPS)
PRIMARY_BOUNCER, // PIN / Pattern / Password prompt
LOCKSCREEN, // Full lock screen UI, device awake
GLANCEABLE_HUB, // Widget surface accessible from lock screen
GONE, // Keyguard dismissed, user in launcher/app
UNDEFINED, // Scene framework: any non-lockscreen scene
OCCLUDED, // Activity showing over keyguard
}
The full state transition graph:
stateDiagram-v2
[*] --> OFF
OFF --> DOZING : Screen off,<br/>sensors enabled
OFF --> AOD : Screen off,<br/>AOD enabled
DOZING --> AOD : AOD trigger
DOZING --> LOCKSCREEN : Wake gesture<br/>lift/tap/power
DOZING --> GONE : Fingerprint<br/>WAKE_AND_UNLOCK
AOD --> LOCKSCREEN : Wake gesture
AOD --> DOZING : AOD disabled
AOD --> GONE : Fingerprint<br/>WAKE_AND_UNLOCK
LOCKSCREEN --> PRIMARY_BOUNCER : Security challenge
LOCKSCREEN --> ALTERNATE_BOUNCER : UDFPS prompt
LOCKSCREEN --> AOD : Screen off timeout
LOCKSCREEN --> DOZING : Screen off, no AOD
LOCKSCREEN --> GONE : Swipe unlock<br/>no security
LOCKSCREEN --> GLANCEABLE_HUB : Right edge swipe
LOCKSCREEN --> OCCLUDED : showWhenLocked<br/>Activity
LOCKSCREEN --> DREAMING : Dream starts
PRIMARY_BOUNCER --> GONE : Correct credentials
PRIMARY_BOUNCER --> LOCKSCREEN : Back / cancel
ALTERNATE_BOUNCER --> GONE : Biometric match
ALTERNATE_BOUNCER --> PRIMARY_BOUNCER : Fallback to PIN
GLANCEABLE_HUB --> LOCKSCREEN : Left edge swipe
GLANCEABLE_HUB --> PRIMARY_BOUNCER : Swipe up
OCCLUDED --> LOCKSCREEN : Activity finishes
OCCLUDED --> GONE : Unlock while occluded
DREAMING --> LOCKSCREEN : Wake from dream
DREAMING --> DOZING : Dream to doze
GONE --> OFF : Screen off
GONE --> DOZING : Screen off,<br/>sensors enabled
GONE --> LOCKSCREEN : Lock timeout
States marked @Deprecated (DREAMING, PRIMARY_BOUNCER, GLANCEABLE_HUB,
GONE, OCCLUDED) are being replaced by the Scene Container framework, which
maps them to scenes and overlays and manages transitions through
SceneTransitionLayout (section 48.16).
48.15.2 Awake vs Asleep State Classification¶
The KeyguardState companion object classifies each state for power
management:
| State | Awake | Asleep |
|---|---|---|
| OFF | X | |
| DOZING | X | |
| DREAMING | X | |
| AOD | X | |
| ALTERNATE_BOUNCER | X | |
| PRIMARY_BOUNCER | X | |
| LOCKSCREEN | X | |
| GLANCEABLE_HUB | X | |
| GONE | X | |
| OCCLUDED | X | |
| UNDEFINED | X |
This classification drives the ThemeOverlayController deferred-colour
logic (section 48.12.6) and various power-dependent behaviours.
48.15.3 KeyguardTransitionInteractor¶
KeyguardTransitionInteractor is the primary API for observing and driving
transitions between keyguard states:
// frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/
// KeyguardTransitionInteractor.kt
@SysUISingleton
class KeyguardTransitionInteractor @Inject constructor(
@Application val scope: CoroutineScope,
private val repository: KeyguardTransitionRepository,
private val sceneInteractor: SceneInteractor,
private val powerInteractor: PowerInteractor,
) {
// Core observable:
val transitionState: StateFlow<TransitionStep>
// Per-state transition value (0.0 to 1.0):
// Caches a MutableSharedFlow per KeyguardState for efficiency
private val transitionValueCache = mutableMapOf<KeyguardState, MutableSharedFlow<Float>>()
}
Each TransitionStep contains:
from: KeyguardState-- source stateto: KeyguardState-- destination statevalue: Float-- progress from 0.0 (start) to 1.0 (complete)transitionState: TransitionState-- STARTED, RUNNING, CANCELED, FINISHED
Per-edge flows allow specific interactors to observe only the transitions they care about:
// Observe only LOCKSCREEN -> AOD transitions
keyguardTransitionInteractor.transition(Edge.create(from = LOCKSCREEN, to = AOD))
.collect { step -> /* animate based on step.value */ }
48.15.4 Transition Interactor Hierarchy¶
Each state-to-state transition has a dedicated interactor:
FromAodTransitionInteractor
FromAlternateBouncerTransitionInteractor
FromDozingTransitionInteractor
FromDreamingTransitionInteractor
FromGlanceableHubTransitionInteractor
FromGoneTransitionInteractor
FromLockscreenTransitionInteractor
FromOccludedTransitionInteractor
FromPrimaryBouncerTransitionInteractor
These interactors listen for signals (power state changes, biometric events,
user gestures) and call startTransition() on the repository to move the
state machine forward. The StartKeyguardTransitionModule wires them all
into Dagger.
48.15.5 KeyguardViewMediator Internals¶
KeyguardViewMediator (~4,700 lines) remains the bridge between
system_server and SystemUI's keyguard. Key internal mechanisms:
Lock Timeout Scheduling:
When the screen turns off, onStartedGoingToSleep() schedules a timeout via
doKeyguardLocked(). The lock delay depends on:
Settings.Secure.LOCK_SCREEN_LOCK_AFTER_TIMEOUT-- user-configured delay- Trust agent state (Smart Lock may defer locking)
- Whether the device was locked manually (power button = immediate lock)
SIM PIN Management:
When the SIM requires a PIN, KeyguardViewMediator enters a special flow:
onSimStateChanged()detectsSIM_LOCKEDstatedoKeyguardLocked()forces keyguard display regardless of other settings- The bouncer presents a SIM PIN input (distinct from the device PIN)
- Upon successful verification, keyguard may dismiss or remain if device security is also pending
Occlusion Handling:
Activities declaring showWhenLocked=true can appear over the keyguard.
The mediator tracks occlusion via setOccluded(boolean) and coordinates
with StatusBarKeyguardViewManager to hide/show the underlying keyguard
views.
48.15.6 Biometric Unlock Modes¶
The BiometricUnlockInteractor translates integer mode constants from
BiometricUnlockController into the typed BiometricUnlockMode enum:
// frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/
// BiometricUnlockModel.kt
enum class BiometricUnlockMode {
NONE, // No auth occurred, no wake needed
NONE_UNLOCKED, // Auth succeeded, no wake needed
WAKE_AND_DISMISS, // Fingerprint while screen off -> wake + dismiss
WAKE_AND_DISMISS_PULSING, // Fingerprint during AOD pulse -> fade out + dismiss
SHOW_BOUNCER, // Wake but play normal dismiss / show bouncer
ONLY_WAKE, // Wake device, keyguard was not showing, no auth
ONLY_WAKE_UNLOCKED, // Wake device, auth succeeded
DISMISS, // Unlock while keyguard occluded or showing
DISMISS_BOUNCER, // Biometric while bouncer visible -> dismiss
WAKE_AND_DISMISS_FROM_DREAM // Fingerprint while dreaming -> wake + dismiss
}
Android 17 renamed the older WAKE_AND_UNLOCK* / UNLOCK_COLLAPSING constants
to the WAKE_AND_DISMISS* / DISMISS family and split the no-auth-needed cases
into *_UNLOCKED variants, so the enum now has ten values rather than the
earlier eight. The mode determines the keyguard state transition:
graph TD
FP["Fingerprint<br/>Acquired"]
FACE["Face<br/>Acquired"]
FP --> |"Screen OFF"| WAU["WAKE_AND_DISMISS<br/>OFF/DOZING -> GONE"]
FP --> |"AOD Pulsing"| WAUP["WAKE_AND_DISMISS_PULSING<br/>AOD -> GONE"]
FP --> |"Screen ON,<br/>Keyguard visible"| UC["DISMISS<br/>LOCKSCREEN -> GONE"]
FP --> |"Dreaming"| WAUD["WAKE_AND_DISMISS_FROM_DREAM<br/>DREAMING -> GONE"]
FP --> |"Bouncer visible"| DB["DISMISS_BOUNCER<br/>PRIMARY_BOUNCER -> GONE"]
FACE --> |"Bypass enabled"| UC
FACE --> |"Bypass disabled,<br/>on lockscreen"| OW["ONLY_WAKE<br/>Stay on LOCKSCREEN"]
FACE --> |"Bouncer visible"| DB
FACE --> |"Failed"| SB["SHOW_BOUNCER<br/>LOCKSCREEN -> PRIMARY_BOUNCER"]
The BiometricUnlockModel pairs the mode with a BiometricUnlockSource
(FINGERPRINT_SENSOR, FACE_SENSOR, etc.) for audit and animation purposes.
48.15.7 Bouncer Flow Detail¶
The bouncer subsystem uses the MVI pattern with a clear data/domain/UI separation:
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/
data/repository/
BouncerRepositoryModule.kt -- Dagger bindings
KeyguardBouncerRepository.kt -- State repository
domain/interactor/
BouncerInteractor.kt -- Main interactor
PrimaryBouncerInteractor.kt -- PIN/pattern/password
AlternateBouncerInteractor.kt -- UDFPS/biometric
domain/startable/
BouncerStartable.kt -- CoreStartable wiring
ui/
BouncerView.kt -- Compose UI
Primary Bouncer Lifecycle:
sequenceDiagram
participant User
participant KTI as KeyguardTransitionInteractor
participant PBI as PrimaryBouncerInteractor
participant KBR as KeyguardBouncerRepository
participant BV as BouncerView
participant LPU as LockPatternUtils
User->>KTI: Swipe up on lockscreen
KTI->>KTI: startTransition(LOCKSCREEN -> PRIMARY_BOUNCER)
KTI->>PBI: Transition triggers bouncer show
PBI->>KBR: setPrimaryShow(true)
KBR-->>BV: primaryBouncerShow flow emits true
BV->>BV: Inflate PIN/Pattern/Password input
User->>BV: Enter PIN "1234"
BV->>PBI: onAuthenticate(pin)
PBI->>LPU: checkCredential(pin, userId)
alt Correct
LPU-->>PBI: Success
PBI->>KBR: setPrimaryShow(false)
PBI->>KTI: startTransition(PRIMARY_BOUNCER -> GONE)
else Wrong
LPU-->>PBI: Failure
PBI->>BV: showError("Wrong PIN")
Note over BV: Lockout after N failures
end
Alternate Bouncer (UDFPS):
When the device has an under-display fingerprint sensor, the alternate bouncer presents a fingerprint icon overlay:
AlternateBouncerInteractordetects the device supports UDFPS- On lockscreen wake, it triggers
LOCKSCREEN -> ALTERNATE_BOUNCER - The UDFPS overlay shows a fingerprint icon at the sensor location
- If the user taps the sensor and fingerprint matches ->
GONE - If the user wants PIN instead ->
ALTERNATE_BOUNCER -> PRIMARY_BOUNCER
48.15.8 AOD Transition Pipeline¶
The Always-On Display transition involves multiple coordinated subsystems:
sequenceDiagram
participant PM as PowerManager
participant KVM as KeyguardViewMediator
participant DSH as DozeServiceHost
participant DSC as DozeScrimController
participant KTI as KeyguardTransitionInteractor
participant FADE as FromAodTransitionInteractor
PM->>KVM: onStartedGoingToSleep()
KVM->>KTI: startTransition(LOCKSCREEN -> AOD)
KTI-->>DSC: transitionValue(AOD): 0.0 -> 1.0
DSC->>DSC: Animate scrim alpha
Note over DSH: Doze service starts
DSH->>DSH: Set pulse parameters
PM->>KVM: onFinishedGoingToSleep()
Note over DSC: AOD UI fully visible
Note over DSH: Notification arrives
DSH->>KTI: startTransition(AOD -> LOCKSCREEN)
KTI-->>FADE: FromAodTransitionInteractor triggers
FADE->>DSC: Animate scrim to transparent
FADE->>DSC: Wake screen
Doze parameters control AOD behaviour:
- DozeParameters.getAlwaysOn() -- whether AOD is enabled
- DozeParameters.shouldControlScreenOff() -- animation vs immediate off
- DozeParameters.getPulseVisibleDuration() -- how long notification pulse shows
48.15.9 KeyguardRepository -- The Data Layer¶
The KeyguardRepository interface centralises all keyguard state:
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/data/repository/
KeyguardRepository.kt -- Core keyguard state
BiometricSettingsRepository.kt -- Biometric configuration
DevicePostureRepository.kt -- Fold state
KeyguardBypassRepository.kt -- Face bypass settings
KeyguardClockRepository.kt -- Clock face selection
KeyguardOcclusionRepository.kt -- Activity occlusion
KeyguardQuickAffordanceRepository.kt -- Bottom shortcuts
KeyguardSmartspaceRepository.kt -- Smart suggestions
KeyguardSurfaceBehindRepository.kt -- Behind-keyguard surface
InWindowLauncherUnlockAnimationRepository.kt -- Unlock animation
Key flows exposed by KeyguardRepository:
isKeyguardShowing: StateFlow<Boolean>isKeyguardOccluded: StateFlow<Boolean>biometricUnlockState: StateFlow<BiometricUnlockModel>isDozing: StateFlow<Boolean>isDreaming: StateFlow<Boolean>wakefulness: StateFlow<WakefulnessModel>
48.15.10 Scene Container Migration¶
The keyguard is undergoing a major migration to the Scene Container architecture. Under this model:
graph TB
subgraph "Legacy (being replaced)"
KVM_L["KeyguardViewMediator<br/>manages show/hide"]
SBKVM_L["StatusBarKeyguardViewManager<br/>bridges to views"]
CS_L["CentralSurfacesImpl<br/>owns the window"]
end
subgraph "Scene Container (new)"
STL["SceneTransitionLayout<br/>Compose-based scene manager"]
LS["Lockscreen Scene"]
BS["Bouncer Overlay"]
GS["Gone Scene"]
OS["Occluded Scene"]
CHS["Communal Scene"]
end
KVM_L -.->|"migrating to"| STL
SBKVM_L -.->|"migrating to"| LS
CS_L -.->|"migrating to"| STL
KeyguardState.mapToSceneContainerContent() maps legacy states to scene/overlay
keys (returning a ContentKey?):
LOCKSCREEN,AOD,DOZING,OFF,ALTERNATE_BOUNCERall map toScenes.LockscreenPRIMARY_BOUNCERmaps toOverlays.BouncerGONEmaps toScenes.GoneOCCLUDEDmaps toScenes.OccludedGLANCEABLE_HUBmaps toScenes.CommunalDREAMINGmaps toScenes.DreamUNDEFINEDmaps tonull(no scene-framework content)
The SceneContainerFlag controls whether the new path is active, with
@Deprecated annotations on states that will not exist post-migration. Section
48.16 covers the Scene framework end to end.
48.15.11 Key Source Paths (Keyguard)¶
| Path | Description |
|---|---|
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/KeyguardViewMediator.java |
~4,700-line mediator |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/KeyguardService.java |
system_server bridge |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/KeyguardLifecyclesDispatcher.java |
Lifecycle events |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/KeyguardUnlockAnimationController.kt |
Unlock animation |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/KeyguardState.kt |
State enum (11 states) |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/BiometricUnlockModel.kt |
Unlock mode enum (10 modes) |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/TransitionStep.kt |
Transition progress |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/TransitionState.kt |
Transition state (STARTED/RUNNING/CANCELED/FINISHED) |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/DozeStateModel.kt |
Doze states |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/shared/model/DozeTransitionModel.kt |
Doze transitions |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/data/repository/KeyguardRepository.kt |
Core state repository |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/data/repository/KeyguardTransitionRepository.kt |
Transition state repository |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/data/repository/BiometricSettingsRepository.kt |
Biometric config repository |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/data/repository/KeyguardOcclusionRepository.kt |
Occlusion tracking repository |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/KeyguardInteractor.kt |
General keyguard interactor |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/KeyguardTransitionInteractor.kt |
Transition observation |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/BiometricUnlockInteractor.kt |
Biometric mode mapping |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/KeyguardDismissInteractor.kt |
Dismiss handling |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/KeyguardEnabledInteractor.kt |
Enable/disable |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/From*TransitionInteractor.kt |
Per-state transition drivers |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/TrustInteractor.kt |
Smart Lock interactor |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/domain/interactor/DozeInteractor.kt |
Doze management |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/ui/KeyguardViewConfigurator.kt |
View setup |
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/data/repository/KeyguardBouncerRepository.kt |
Bouncer repository |
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/domain/interactor/PrimaryBouncerInteractor.kt |
Primary bouncer interactor |
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/domain/interactor/AlternateBouncerInteractor.kt |
Alternate bouncer interactor |
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/ui/BouncerView.kt |
Bouncer view |
48.16 The Scene Framework (Flexiglass)¶
Several earlier sections referred to a "Scene Container" or "scene" path that
replaces a legacy controller. This section pulls those threads together. The
Scene framework -- known internally by its codename flexiglass -- is the
single largest architectural change in Android 17 SystemUI. It replaces the
hand-written swipe, expansion, and state-machine code in
NotificationPanelViewController, CentralSurfacesImpl, and
StatusBarKeyguardViewManager with a declarative Compose model: the lock
screen, shade, quick settings, and bouncer become scenes and overlays laid
out by a SceneTransitionLayout.
48.16.1 Scenes, Overlays, and Scene Families¶
The framework distinguishes two kinds of content. A scene fills the container and is mutually exclusive with other scenes; an overlay is shown on top of the current scene. Both are identified by string keys defined in the scene pod:
// frameworks/base/packages/SystemUI/pods/scene/src/api/shared/model/Scenes.kt
object Scenes {
val Communal: SceneKey // Glanceable hub (locked + docked)
val Dream: SceneKey // A dream (screensaver) is showing
val Gone: SceneKey // No scene content (unlocked, in an app)
val Lockscreen: SceneKey // The lock screen
val Occluded: SceneKey // showWhenLocked activity over keyguard
val QuickSettings: SceneKey // Full QS (accordion second pull)
val Shade: SceneKey // Notifications + QQS (single/split shade)
}
// frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/
// Overlays.kt
object Overlays {
val Bouncer: OverlayKey // PIN / pattern / password challenge
val NotificationsShade: OverlayKey // Dual-shade notifications panel
val QuickActions: OverlayKey // Anchored QuickActionPanels (large screen)
val QuickSettingsShade: OverlayKey // Dual-shade quick settings panel
}
The split between Shade/QuickSettings scenes and
NotificationsShade/QuickSettingsShade overlays encodes the three shade
layouts:
| Shade layout | Where used | Scene / overlay model |
|---|---|---|
| Single (accordion) | Phones | Shade scene (QQS), then QuickSettings scene (full QS) |
| Split | Large screens / unfolded foldables | Shade scene with notifications + QS side by side |
| Dual | Large screens (dual-shade flag) | NotificationsShade and QuickSettingsShade overlays, shown independently |
Scenes.Gone is, despite its name, not a visible scene: it represents the
absence of any scene-framework content (the device is unlocked and an app owns
the screen). Scene families (e.g. SceneFamilies.Home) are aliases that a
resolver maps to a concrete scene depending on device state.
48.16.2 The Scene Container Configuration¶
A SceneContainerConfig declares which scenes and overlays a container
supports, its initial scene, and the navigation distances used for swipe
gestures:
// frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/
// SceneContainerConfig.kt
data class SceneContainerConfig(
val sceneKeys: List<SceneKey>,
val initialSceneKey: SceneKey,
val overlayKeys: List<OverlayKey> = emptyList(),
val navigationDistances: Map<SceneKey, Int>,
)
SceneContainerFrameworkModule provides the concrete config. The scene set is
Gone, Communal, Dream, Occluded, Lockscreen, and (when not in
dual-shade mode) QuickSettings and Shade; the overlay set is
NotificationsShade, QuickSettingsShade, Bouncer, and -- when the
StatusBarPopupChips flag is on -- QuickActions.
48.16.3 SceneTransitionLayout: The Compose Engine¶
The rendering engine lives in a standalone Compose library at
frameworks/base/packages/SystemUI/compose/scene/ (Java package
com.android.compose.animation.scene). Its public entry point is the
SceneTransitionLayout composable:
// frameworks/base/packages/SystemUI/compose/scene/src/com/android/compose/
// animation/scene/SceneTransitionLayout.kt
@Composable
fun SceneTransitionLayout(
state: SceneTransitionLayoutState,
modifier: Modifier = Modifier,
// ...
builder: SceneTransitionLayoutScope.() -> Unit,
)
The library is independent of SystemUI; it owns the swipe gesture detection
(SwipeToScene, DraggableHandler, SwipeAnimation), the predictive-back
handler (PredictiveBackHandler), shared-element animation across scenes
(SharedElement, MovableElement), and the transition DSL (TransitionDsl)
that describes how to animate from one scene to another. SystemUI's own scene
composables (SceneContainer, GoneScene, Overlay, SceneContainerTransitions)
live in compose/features/src/com/android/systemui/scene/ui/composable/.
graph TD
subgraph "compose/scene library (com.android.compose.animation.scene)"
STL["SceneTransitionLayout"]
STLS["SceneTransitionLayoutState"]
SWIPE["SwipeToScene / DraggableHandler"]
BACK["PredictiveBackHandler"]
SHARED["SharedElement / MovableElement"]
end
subgraph "SystemUI scene domain"
SI["SceneInteractor"]
SCS["SceneContainerStartable"]
CFG["SceneContainerConfig"]
end
subgraph "SystemUI scene composables (compose/features)"
SC["SceneContainer"]
SCVM["SceneContainerViewModel"]
end
SI --> STLS
STLS --> STL
STL --> SWIPE
STL --> BACK
STL --> SHARED
CFG --> SI
SCVM --> SC
SC --> STL
SCS --> SI
48.16.4 SceneInteractor: The State Owner¶
SceneInteractor is the @SysUISingleton source of truth for the current scene
and the live transition state:
// frameworks/base/packages/SystemUI/src/com/android/systemui/scene/domain/interactor/
// SceneInteractor.kt
@SysUISingleton
class SceneInteractor @Inject constructor(/* ... */) {
val currentScene: StateFlow<SceneKey>
val transitionState: StateFlow<ObservableTransitionState>
fun changeScene(toScene: SceneKey, loggingReason: String, /* ... */)
fun snapToScene(toScene: SceneKey, loggingReason: String)
fun showOverlay(overlay: OverlayKey, loggingReason: String, /* ... */)
fun hideOverlay(overlay: OverlayKey, loggingReason: String, /* ... */)
}
changeScene requests an animated transition; snapToScene jumps instantly.
The transitionState flow exposes an ObservableTransitionState that is either
Idle(scene) or Transition(fromScene, toScene, progress) -- the same shape the
compose/scene library consumes to drive its animations. Reads of the current
scene as a Compose State (currentSceneAsState) let composables recompose as
the scene changes.
48.16.5 SceneContainerStartable: Bridging Legacy State¶
The scene framework cannot replace everything at once. SceneContainerStartable
is the CoreStartable that keeps the legacy world and the scene world in sync
while the migration proceeds:
// frameworks/base/packages/SystemUI/src/com/android/systemui/scene/domain/startable/
// SceneContainerStartable.kt
@SysUISingleton
class SceneContainerStartable @Inject constructor(/* ... */) : CoreStartable {
override fun start() {
if (SceneContainerFlag.isEnabled) {
hydrateVisibility()
automaticallySwitchScenes()
hydrateSystemUiState()
hydrateWindowController()
hydrateInteractionState()
hydrateBackStack()
// ...
}
}
}
Each hydrate* method wires one slice of state:
automaticallySwitchScenesdrives scene changes from device signals -- e.g. a successful unlock switches toScenes.Gone, locking returns toScenes.Lockscreen, a dream startsScenes.Dream.hydrateVisibilitycontrols whether the scene window root is visible.hydrateSystemUiStatemirrors the active scene into the legacySysUiStateflags that Launcher and other consumers still read.hydrateWindowControllerkeepsNotificationShadeWindowControllerwindow parameters (focusability, touchability) consistent with the active scene.hydrateBackStackfeeds the scene back-stack into the predictive-back handler so the system back gesture moves between scenes correctly.
This is what lets KeyguardState.mapToSceneContainerContent() (section 48.15.10)
translate the legacy keyguard state machine into scene/overlay keys: the
keyguard transition interactors still run, and SceneContainerStartable projects
their output onto the scene container.
48.16.6 The SceneContainerFlag Gate¶
The whole framework is gated by SceneContainerFlag, backed by the
scene_container aconfig flag (aconfig/systemui.aconfig):
// frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/flag/
// SceneContainerFlag.kt
object SceneContainerFlag {
@JvmField var isEnabledOnVariant: Boolean = true
@JvmStatic
inline val isEnabled
get() = sceneContainer() && isEnabledOnVariant
}
isEnabledOnVariant lets a SystemUI variant (for example Automotive) force the
framework off regardless of the aconfig flag, set early in the Application
constructor. Throughout the codebase, refactored call sites use
SceneContainerFlag.isUnexpectedlyInLegacyMode() / assertInLegacyMode() guards
so that legacy and new paths cannot silently both run. Because the flag is not
yet enabled by default on phones, the legacy controllers documented earlier in
this chapter remain the shipping code path in Android 17, with the scene
framework running ahead of them behind the flag.
48.16.7 Key Source Paths (Scene Framework)¶
| Path | Description |
|---|---|
frameworks/base/packages/SystemUI/pods/scene/src/api/shared/model/Scenes.kt |
Scene key definitions (moved into the scene pod) |
frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/Overlays.kt |
Overlay key definitions |
frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/SceneContainerConfig.kt |
Container configuration |
frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/flag/SceneContainerFlag.kt |
Feature gate |
frameworks/base/packages/SystemUI/src/com/android/systemui/scene/domain/interactor/SceneInteractor.kt |
Scene/transition state owner |
frameworks/base/packages/SystemUI/src/com/android/systemui/scene/domain/startable/SceneContainerStartable.kt |
Legacy/scene state bridge |
frameworks/base/packages/SystemUI/src/com/android/systemui/scene/SceneContainerFrameworkModule.kt |
Dagger module providing SceneContainerConfig |
frameworks/base/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SceneTransitionLayout.kt |
Compose scene engine |
frameworks/base/packages/SystemUI/compose/features/src/com/android/systemui/scene/ui/composable/SceneContainer.kt |
SystemUI scene container composable |
frameworks/base/packages/SystemUI/src/com/android/systemui/shade/shared/flag/DualShadeFlag.kt |
Dual-shade feature gate |
48.17 Try It: Add a Custom QS Tile¶
This hands-on exercise demonstrates how to add a new built-in Quick Settings tile to SystemUI. We will create a "Caffeine" tile that keeps the screen awake.
48.17.1 Step 1: Create the Tile Class¶
Create a new file in the tiles directory:
package com.android.systemui.qs.tiles;
import android.content.Intent;
import android.os.Handler;
import android.os.Looper;
import android.os.PowerManager;
import android.service.quicksettings.Tile;
import androidx.annotation.Nullable;
import com.android.internal.logging.MetricsLogger;
import com.android.systemui.animation.Expandable;
import com.android.systemui.dagger.qualifiers.Background;
import com.android.systemui.dagger.qualifiers.Main;
import com.android.systemui.plugins.ActivityStarter;
import com.android.systemui.plugins.FalsingManager;
import com.android.systemui.plugins.qs.QSTile.BooleanState;
import com.android.systemui.plugins.statusbar.StatusBarStateController;
import com.android.systemui.qs.QSHost;
import com.android.systemui.qs.QsEventLogger;
import com.android.systemui.qs.logging.QSLogger;
import com.android.systemui.qs.tileimpl.QSTileImpl;
import com.android.systemui.res.R;
import javax.inject.Inject;
/**
* Quick settings tile: Caffeine (keep screen awake).
*
* This tile acquires a partial wake lock to prevent the screen from
* turning off. The wake lock is released when the tile is toggled
* off or when SystemUI is destroyed.
*/
public class CaffeineTile extends QSTileImpl<BooleanState> {
public static final String TILE_SPEC = "caffeine";
private final PowerManager.WakeLock mWakeLock;
private boolean mIsActive = false;
@Inject
public CaffeineTile(
QSHost host,
QsEventLogger uiEventLogger,
@Background Looper backgroundLooper,
@Main Handler mainHandler,
FalsingManager falsingManager,
MetricsLogger metricsLogger,
StatusBarStateController statusBarStateController,
ActivityStarter activityStarter,
QSLogger qsLogger,
PowerManager powerManager) {
super(host, uiEventLogger, backgroundLooper, mainHandler,
falsingManager, metricsLogger, statusBarStateController,
activityStarter, qsLogger);
mWakeLock = powerManager.newWakeLock(
PowerManager.FULL_WAKE_LOCK, "SystemUI:CaffeineTile");
}
@Override
public BooleanState newTileState() {
BooleanState state = new BooleanState();
state.handlesLongClick = false;
return state;
}
@Override
protected void handleClick(@Nullable Expandable expandable) {
mIsActive = !mIsActive;
if (mIsActive) {
mWakeLock.acquire();
} else {
if (mWakeLock.isHeld()) {
mWakeLock.release();
}
}
refreshState();
}
@Override
protected void handleUpdateState(BooleanState state, Object arg) {
state.value = mIsActive;
state.state = mIsActive ? Tile.STATE_ACTIVE : Tile.STATE_INACTIVE;
state.label = "Caffeine";
state.contentDescription = "Keep screen awake";
// Use an appropriate icon resource. Modern tiles call the
// QSTileImpl.maybeLoadResourceIcon(int) helper:
state.icon = maybeLoadResourceIcon(mIsActive
? R.drawable.ic_caffeine_on // You must add these drawables
: R.drawable.ic_caffeine_off);
}
@Override
public int getMetricsCategory() {
return 0; // Custom category or use MetricsEvent.QS_CUSTOM
}
@Override
public Intent getLongClickIntent() {
return new Intent(android.provider.Settings.ACTION_DISPLAY_SETTINGS);
}
@Override
public CharSequence getTileLabel() {
return "Caffeine";
}
@Override
protected void handleDestroy() {
super.handleDestroy();
if (mWakeLock.isHeld()) {
mWakeLock.release();
}
}
}
48.17.2 Step 2: Register the Tile in the QS Factory¶
QSFactoryImpl no longer uses a switch over tile specs. Instead it holds a
Map<String, Provider<QSTileImpl<?>>> mTileMap and looks up the spec:
// frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tileimpl/
// QSFactoryImpl.java
protected QSTileImpl createTileInternal(String tileSpec) {
if (mTileMap.containsKey(tileSpec)) {
return mTileMap.get(tileSpec).get();
}
// ... custom-tile handling
}
To register your tile you just contribute it to that map via Dagger
multibinding. In the relevant tile Dagger module (e.g. QSModule /
QSHostModule):
@Binds
@IntoMap
@StringKey(CaffeineTile.TILE_SPEC)
abstract QSTileImpl<?> bindCaffeineTile(CaffeineTile tile);
No factory edit is required; the map is assembled from every @IntoMap
binding.
48.17.3 Step 3: Add Drawable Resources¶
Add icon resources to the SystemUI res/ directory:
frameworks/base/packages/SystemUI/res/drawable/
ic_caffeine_on.xml -- Filled coffee cup icon (active state)
ic_caffeine_off.xml -- Outlined coffee cup icon (inactive state)
For vector drawables, use 24x24dp with the appropriate tint.
48.17.4 Step 4: Add to Default Tile List (Optional)¶
To include the tile in the default QS panel, modify the string resource:
<!-- frameworks/base/packages/SystemUI/res/values/config.xml -->
<string name="quick_settings_tiles_default" translatable="false">
wifi,cell,battery,flashlight,rotation,caffeine
</string>
48.17.5 Step 5: Build and Test¶
# Build SystemUI
m SystemUI
# Push to device
adb root
adb remount
adb sync system
adb shell stop
adb shell start
# Or for faster iteration, restart just SystemUI:
adb shell killall com.android.systemui
Verify the tile appears in the QS editor. If not in the default list, open the QS edit mode (pencil icon) and drag the "Caffeine" tile into the active area.
48.17.6 Step 6: Verify Functionality¶
# Check wake lock state
adb shell dumpsys power | grep -i "wake lock"
# Toggle the tile and verify the wake lock appears/disappears
# Look for: "SystemUI:CaffeineTile" in the output
48.17.7 Architecture Summary of a QS Tile¶
graph TD
subgraph "Your Tile"
CT["CaffeineTile"]
CT -->|"extends"| QTI["QSTileImpl<BooleanState>"]
QTI -->|"implements"| QST["QSTile (plugin interface)"]
end
subgraph "QS Framework"
QSH["QSHost"]
QSF["QSFactory"]
QSP["QSPanel"]
QTV["QSTileView"]
end
subgraph "Dagger"
MOD["Dagger Module<br/>@IntoMap @StringKey"]
end
MOD -->|"provides"| CT
QSH -->|"creates via"| QSF
QSF -->|"instantiates"| CT
CT -->|"state updates"| QTV
QTV -->|"displayed in"| QSP
48.17.8 Testing the Tile¶
For unit testing, follow the existing pattern in the SystemUI test directory:
Create a test class that:
- Mocks
PowerManagerandPowerManager.WakeLock - Calls
handleClick()and verifies wake lock acquisition - Calls
handleClick()again and verifies wake lock release - Calls
handleDestroy()and verifies cleanup
@SmallTest
@RunWith(AndroidTestingRunner.class)
public class CaffeineTileTest extends SysuiTestCase {
private CaffeineTile mTile;
@Mock private PowerManager mPowerManager;
@Mock private PowerManager.WakeLock mWakeLock;
@Before
public void setUp() {
MockitoAnnotations.initMocks(this);
when(mPowerManager.newWakeLock(anyInt(), anyString()))
.thenReturn(mWakeLock);
// Create tile with mocked dependencies
}
@Test
public void testClick_acquiresWakeLock() {
mTile.handleClick(null);
verify(mWakeLock).acquire();
}
@Test
public void testDoubleClick_releasesWakeLock() {
when(mWakeLock.isHeld()).thenReturn(true);
mTile.handleClick(null); // ON
mTile.handleClick(null); // OFF
verify(mWakeLock).release();
}
@Test
public void testDestroy_releasesWakeLock() {
when(mWakeLock.isHeld()).thenReturn(true);
mTile.handleClick(null); // ON
mTile.handleDestroy();
verify(mWakeLock).release();
}
}
Summary¶
SystemUI is a massive, continuously evolving codebase that implements nearly every system-level UI surface on Android. This chapter covered:
| Section | Key Classes | Lines of Code (approx.) |
|---|---|---|
| Architecture | SystemUIApplicationImpl, GlobalRootComponent, SysUIComponent, CoreStartable |
~500 |
| Status Bar | CentralSurfacesImpl, StatusBarWindowControllerImpl, HomeStatusBarViewModel |
~2,800 |
| Notification Shade | NotificationPanelViewController, ShadeController, NotificationStackScrollLayout |
~4,300 |
| Quick Settings | QSHost, QSTileImpl, QSPanel, CustomTile |
~2,000 |
| Lock Screen | KeyguardViewMediator, StatusBarKeyguardViewManager, Bouncer |
~4,600 |
| Recent Apps | OverviewProxyRecentsImpl, LauncherProxyService |
~110 |
| Volume Dialog | VolumeDialogControllerImpl, VolumeDialog (volume/dialog/) |
~2,900 |
| Power Menu | GlobalActionsComponent, GlobalActionsDialogLite |
~3,100 |
| Screenshots | ScreenshotController, ImageCapture, ImageExporter |
~1,200 |
| Multi-Display | PerDisplayRepository, StatusBarWindowControllerStore |
~300 |
| Navigation Bar | NavigationBarView, EdgeBackGestureHandler, NavigationModeController |
~2,500 |
| Monet / Dynamic Color | ThemeOverlayController, ColorScheme, TonalPalette, DynamicColors |
~1,600 |
| Keyguard Deep Dive | KeyguardState, KeyguardTransitionInteractor, BiometricUnlockInteractor |
~4,600 |
The codebase is transitioning from monolithic controllers to a layered data/domain/UI architecture with Dagger DI, Kotlin coroutines, and Jetpack Compose. Key modernisation efforts in Android 17 include:
- Scene framework ("flexiglass") -- replacing
CentralSurfacesImplandNotificationPanelViewControllerwith a ComposeSceneTransitionLayoutof scenes and overlays (SceneContainerFlag, section 48.16) pods/modularisation -- extracting feature modules (scene, shade, qs, statusbar, notifications, ...) into independently buildable Soong modules- Home status bar pipeline -- replacing
CollapsedStatusBarFragmentwith an MVVMHomeStatusBarViewModel/HomeStatusBarViewBinder - QS Compose --
QSFragmentComposereplacing the oldQSFragment/QSImpl - Volume MVI rewrite --
volume/dialog/replacingVolumeDialogImpl - Dual shade -- separate notifications and quick-settings shades
(
NotificationsShade/QuickSettingsShadeoverlays,DualShadeFlag) - Predictive Back -- back gesture with animation preview
- StatusBarConnectedDisplays -- status bar on external displays
Key Source Paths¶
| Path | Description |
|---|---|
frameworks/base/packages/SystemUI/AndroidManifest.xml |
Process declaration |
frameworks/base/packages/SystemUI/src/com/android/systemui/application/impl/SystemUIApplicationImpl.java |
App startup |
frameworks/base/packages/SystemUI/src/com/android/systemui/SystemUIService.java |
Entry service |
frameworks/base/packages/SystemUI/src/com/android/systemui/SystemUIInitializer.java |
Dagger initialisation |
frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/GlobalRootComponent.java |
Root DI component |
frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/SysUIComponent.java |
Main DI subcomponent |
frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/SystemUICoreStartableModule.kt |
Startable bindings |
frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/SystemUIModule.java |
Module aggregator |
frameworks/base/packages/SystemUI/src/com/android/systemui/dagger/PerDisplayRepositoriesModule.kt |
Multi-display DI |
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/CentralSurfaces.java |
Status bar interface |
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/CentralSurfacesImpl.java |
Status bar implementation |
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/StatusBarKeyguardViewManager.java |
Keyguard bridge |
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/window/StatusBarWindowControllerImpl.java |
Status bar window |
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/pipeline/shared/ui/viewmodel/HomeStatusBarViewModel.kt |
Status bar content (view-model) |
frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/fragment/dagger/HomeStatusBarComponent.java |
Per-display status bar subcomponent |
frameworks/base/packages/SystemUI/src/com/android/systemui/shade/NotificationPanelViewController.java |
Shade panel |
frameworks/base/packages/SystemUI/src/com/android/systemui/shade/ShadeController.java |
Shade abstraction |
frameworks/base/packages/SystemUI/src/com/android/systemui/shade/NotificationShadeWindowControllerImpl.java |
Shade window |
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/QSHost.java |
QS tile management |
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/QSPanel.java |
QS tile grid |
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tileimpl/QSTileImpl.java |
Base tile |
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/tiles/ |
Built-in tiles |
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/external/CustomTile.java |
Third-party tiles |
frameworks/base/packages/SystemUI/src/com/android/systemui/qs/pipeline/ |
New tile pipeline |
frameworks/base/packages/SystemUI/src/com/android/systemui/keyguard/KeyguardViewMediator.java |
Lock screen logic |
frameworks/base/packages/SystemUI/src/com/android/systemui/bouncer/ |
Bouncer (security challenge, MVI) |
frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/NavigationBarControllerImpl.java |
Nav bar controller |
frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/NavigationModeController.java |
Nav bar mode tracking |
frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/views/NavigationBarView.java |
Nav bar view |
frameworks/base/packages/SystemUI/src/com/android/systemui/navigationbar/gestural/EdgeBackGestureHandler.java |
Gesture navigation |
frameworks/base/packages/SystemUI/src/com/android/systemui/volume/VolumeDialogControllerImpl.java |
Volume state |
frameworks/base/packages/SystemUI/src/com/android/systemui/volume/dialog/VolumeDialog.kt |
Volume dialog UI (MVI) |
frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/GlobalActionsComponent.java |
Power menu entry |
frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/GlobalActionsImpl.java |
Power menu default impl |
frameworks/base/packages/SystemUI/src/com/android/systemui/globalactions/GlobalActionsDialogLite.java |
Power menu dialog UI |
frameworks/base/packages/SystemUI/src/com/android/systemui/screenshot/ScreenshotController.kt |
Screenshot flow |
frameworks/base/packages/SystemUI/src/com/android/systemui/screenshot/TakeScreenshotService.java |
Screenshot service |
frameworks/base/packages/SystemUI/src/com/android/systemui/recents/OverviewProxyRecentsImpl.java |
Recents proxy |
frameworks/base/packages/SystemUI/src/com/android/systemui/display/dagger/SystemUIDisplaySubcomponent.kt |
Display-scoped DI |
frameworks/base/packages/SystemUI/plugin/src/com/android/systemui/plugins/qs/QSTile.java |
Tile plugin interface |
frameworks/base/packages/SystemUI/plugin/src/com/android/systemui/plugins/GlobalActions.java |
Power menu plugin |
frameworks/base/packages/SystemUI/plugin/src/com/android/systemui/plugins/VolumeDialogController.java |
Volume plugin |