On large screen devices, users often interact with apps using a keyboard, mouse, trackpad, stylus, or gamepad. To enable your app to accept input from external devices, do the following:
- Test basic keyboard support, such as Ctrl+Z for undo, Ctrl+C for copy, and Ctrl+S for save. See Handle keyboard actions for a list of default keyboard shortcuts.
- Test advanced keyboard support, for example, Tab key and arrow key keyboard navigation, Enter key text entry confirmation, and Spacebar play and pause in media apps.
- Test basic mouse interactions, including right-click for context menu, icon changes on hover, and mouse wheel or trackpad scroll events on custom components.
- Test app-specific input devices such as a stylus, game controllers, and music app MIDI controllers.
- Consider advanced input support that could make the app stand out in desktop environments, for example, touchpad as a cross‑fader for DJ apps, mouse capture for games, and keyboard shortcuts for keyboard‑centric users.
Keyboard
The way your app responds to keyboard input contributes to the large screen user experience. There are three kinds of keyboard input: navigation, keystrokes, and shortcuts.
Navigation
Keyboard navigation is rarely implemented in touch‑centric apps, but users expect it when they're using an app and have their hands on a keyboard. Keyboard navigation can be essential on phones, tablets, foldables, and desktop devices for users with accessibility needs.
For many apps, arrow key and tab navigation are handled automatically by the
Android framework. For example, a Button
is focusable by
default, and keyboard navigation should generally work without any additional
code. To enable keyboard navigation for views that are not focusable by default,
mark them as focusable, which can be done programmatically or in XML:
Kotlin
yourView.isFocusable = true
Java
yourView.setFocusable(true);
Alternatively you can set the focusable
attribute in your layout file:
android:focusable="true"
To learn more, see Focus Handling.
When focus is enabled, the Android framework creates a navigational mapping for all focusable views based on their position. This usually works as expected and no further development is needed. When the default mapping is not correct for an app's needs, the mapping can be overridden as follows:
Kotlin
// Arrow keys yourView.nextFocusLeftId = R.id.view_to_left yourView.nextFocusRightId = R.id.view_to_right yourView.nextFocusTopId = R.id.view_above yourView.nextFocusBottomId = R.id.view_below // Tab key yourView.nextFocusForwardId = R.id.next_view
Java
// Arrow keys yourView.setNextFocusLeftId(R.id.view_to_left); yourView.setNextFocusRightId(R.id.view_to_left); yourView.setNextFocusTopId(R.id.view_to_left); yourView.setNextFocusBottomId(R.id.view_to_left); // Tab key yourView.setNextFocusForwardId(R.id.next_view);
Test access to every UI element of your app using the keyboard only. Frequently used elements should be accessible without mouse or touch input.
Remember, keyboard support might be essential for users with accessibility needs.
Keystrokes
For text input that would be handled by an on screen virtual keyboard (IME),
such as for
an EditText
, apps should behave as expected on large screen devices with no additional
development work. For keystrokes that cannot be anticipated by the framework,
apps need to handle the behavior themselves. This is especially true for apps
with custom views.
Some examples are chat apps that use the Enter key to send a message, media apps that start and stop playback with the Spacebar, and games that control movement with the w, a, s, and d keys.
Most apps override the onKeyUp()
callback and add the expected behavior
for each received keycode:
Kotlin
override fun onKeyUp(keyCode: Int, event: KeyEvent): Boolean { return when (keyCode) { KeyEvent.KEYCODE_ENTER -> { sendChatMessage() true } KeyEvent.KEYCODE_SPACE -> { playOrPauseMedia() true } else -> super.onKeyUp(keyCode, event) } }
Java
@Override public boolean onKeyUp(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_ENTER) { sendMessage(); return true; } else if (KeyEvent.KEYCODE_SPACE){ playOrPauseMedia(); return true; } else { return super.onKeyUp(keyCode, event); } }
An onKeyUp
event occurs when a key is released. Using the callback
prevents apps from needing to process multiple onKeyDown
events if a key
is held down or released slowly. Games and apps that need to detect the moment a
key is pressed or whether the user is holding a key down can listen for the
onKeyDown
event and handle repeated onKeyDown
events themselves.
For more information, see Handle keyboard actions.
Shortcuts
Common keyboard shortcuts that include the Ctrl, Alt, Shift, and Meta keys are expected when using a hardware keyboard. If an app doesn't implement shortcuts, the experience can feel frustrating to users. Advanced users also appreciate shortcuts for frequently used app‑specific tasks. Shortcuts make an app easier to use and differentiate it from apps that don't have shortcuts.
Some common shortcuts include Ctrl+S (save), Ctrl+Z (undo), and Ctrl+Shift+Z (redo). For a list of default shortcuts, see Handle keyboard actions.
Shortcuts can be enabled by implementing dispatchKeyShortcutEvent()
to
intercept all key combinations (Alt,
Ctrl, Shift, and Meta) for a given keycode.
To check for a specific modifier key, use:
KeyEvent.isCtrlPressed()
,KeyEvent.isShiftPressed()
,KeyEvent.isAltPressed()
,KeyEvent.isMetaPressed()
, or
Kotlin
override fun dispatchKeyShortcutEvent(event: KeyEvent): Boolean { return when (event.keyCode) { KeyEvent.KEYCODE_O -> { openFile() // Ctrl+O, Shift+O, Alt+O true } KeyEvent.KEYCODE_Z-> { if (event.isCtrlPressed) { if (event.isShiftPressed) { redoLastAction() // Ctrl+Shift+Z pressed true } else { undoLastAction() // Ctrl+Z pressed true } } } else -> { return super.dispatchKeyShortcutEvent(event) } } }
Java
@Override public boolean dispatchKeyShortcutEvent(KeyEvent event) { if (event.getKeyCode() == KeyEvent.KEYCODE_O) { openFile(); // Ctrl+O, Shift+O, Alt+O return true; } else if(event.getKeyCode() == KeyEvent.KEYCODE_Z) { if (event.isCtrlPressed()) { if (event.isShiftPressed()) { redoLastAction(); return true; } else { undoLastAction(); return true; } } } return super.dispatchKeyShortcutEvent(event); }
Separating shortcut code from other keystroke handling (such as onKeyUp()
and
onKeyDown()
) accepts modifier keys by default without having to manually
implement modifier key checks in every case. Allowing all modifier key
combinations can also be more convenient for users who are accustomed to
different keyboard layouts and operating systems.
However, you can also implement shortcuts in onKeyUp()
by checking for
KeyEvent.isCtrlPressed()
, KeyEvent.isShiftPressed()
, or
KeyEvent.isAltPressed()
. This can be easier to maintain if the modified key
behavior is more of a change to an app behavior than a shortcut. For example, in
games when W means "walk forward" and Shift+W means "run
forward".
Kotlin
override fun onKeyUp(keyCode: Int, event: KeyEvent): Boolean { return when(keyCode) { KeyEvent.KEYCODE_W-> { if (event.isShiftPressed) { if (event.isCtrlPressed) { flyForward() // Ctrl+Shift+W pressed true } else { runForward() // Shift+W pressed true } } else { walkForward() // W pressed true } } else -> super.onKeyUp(keyCode, event) } }
Java
@Override public boolean onKeyUp(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_W) { if (event.isShiftPressed()) { if (event.isCtrlPressed()) { flyForward(); // Ctrl+Shift+W pressed return true; } else { runForward(); // Shift+W pressed return true; } } else { walkForward(); return true; } } return super.onKeyUp(keyCode, event); }
See also Keyboard Shortcuts Helper.
Stylus
Many large screen devices come with a stylus. Android apps handle styluses as touchscreen input. Some devices might also have a USB or Bluetooth drawing table, like the Wacom Intuos. Android apps can receive bluetooth input but not USB input.
A stylus event is reported as a touchscreen event by View#onTouchEvent()
or View#onGenericMotionEvent()
and contains a
MotionEvent#getSource()
of type SOURCE_STYLUS
.
The MotionEvent
object contains information about the event:
MotionEvent#getToolType()
returnsTOOL_TYPE_FINGER
,TOOL_TYPE_STYLUS
, orTOOL_TYPE_ERASER
depending on the tool that made contact with the displayMotionEvent#getPressure()
reports the physical pressure applied to the stylus pen (if supported)MotionEvent#getAxisValue()
withMotionEvent.AXIS_TILT
andMotionEvent.AXIS_ORIENTATION
provide the physical tilt and orientation of the stylus (if supported)
Historical points
Android batches input events and delivers them once per frame. A stylus can
report events at much higher frequencies than the display. When creating drawing
apps, check for events that may be in the recent past by using the
getHistorical
APIs:
MotionEvent#getHistoricalX()
MotionEvent#getHistoricalY()
MotionEvent#getHistoricalPressure()
MotionEvent#getHistoricalAxisValue()
Palm rejection
When users draw, write, or interact with your app using a stylus, they sometimes
touch the screen with the palm of their hands. The touch event (set to
ACTION_DOWN
or ACTION_POINTER_DOWN
) can be reported to your app
before the system recognizes and disregards the inadvertent palm touch.
Android cancels palm touch events by dispatching a MotionEvent
. If your
app receives ACTION_CANCEL
, cancel the gesture. If your app receives
ACTION_POINTER_UP
, check whether FLAG_CANCELED
is set. If so, cancel
the gesture.
Do not check for just FLAG_CANCELED
. On Android 13 (API level 33) and higher,
the system sets FLAG_CANCELED
for ACTION_CANCEL
events, but the system does
not set the flag on lower Android versions.
Android 12
On Android 12 (API level 32) and lower, detection of palm rejection is possible
only for single‑pointer touch events. If a palm touch is the only pointer,
the system cancels the event by setting ACTION_CANCEL
on the motion event
object. If other pointers are down, the system sets ACTION_POINTER_UP
, which
is insufficient for detecting palm rejection.
Android 13
On Android 13 (API level 33) and higher, if a palm touch is the only pointer,
the system cancels the event by setting ACTION_CANCEL
and FLAG_CANCELED
on
the motion event object. If other pointers are down, the system sets
ACTION_POINTER_UP
and FLAG_CANCELED
.
Whenever your app receives a motion event with ACTION_POINTER_UP
, check for
FLAG_CANCELED
to determine whether the event indicates palm rejection (or
other event cancellation).
Note-taking apps
ChromeOS has a special intent that surfaces registered note‑taking apps to users. To register an app as a noteὝtaking app, add the following to your app manifest:
<intent-filter>
<action android:name="org.chromium.arc.intent.action.CREATE_NOTE" />
<category android:name="android.intent.category.DEFAULT" />
</intent-filter>
When an app is registered with the system, the user can select it as the default
note‑taking app. When a new note is requested, the app should create an
empty note ready for stylus input. When the user wishes to annotate an image
(such as a screenshot or downloaded image), the app launches with ClipData
containing one or more items with content://
URIs. The app should create a
note that uses the first attached image as a background image and enter a mode
where the user can draw on the screen with a stylus.
Test note-taking intents without a stylus
[TBD remove section.]
To test whether an app responds correctly to note‑taking intents without an active stylus, use the following method to display the note‑taking options on ChromeOS:
- Switch to dev mode and make the device writable
- Press Ctrl+Alt+F2 to open a terminal
- Run the command
sudo vi /etc/chrome_dev.conf
- Press
i
to edit and add--ash-enable-palette
to a new line at the end of the file - Save by pressing Esc and then typing :, w, q and pressing Enter
- Press Ctrl+Alt+F1 to return to the regular ChromeOS UI
- Log out, then log back in
A stylus menu should now be on the shelf:
- Tap the stylus button on the shelf and choose New note. This should open a blank drawing note.
- Take a screenshot. From the shelf, select stylus button > Capture screen or download an image. There should be the option to Annotate image in the notification. This should launch the app with the image ready to be annotated.
Mouse and touchpad support
Most apps generally need to handle only three large screen–centric events: right-click, hover, and drag and drop.
Right-click
Any actions that cause an app to show a context menu, like touch & hold on a list item, should also react to right‑click events.
To handle right‑click events, apps should register a
View.OnContextClickListener
:
Kotlin
yourView.setOnContextClickListener { showContextMenu() true }
Java
yourView.setOnContextClickListener(v -> { showContextMenu(); return true; });
For details on constructing context menus, see Create a contextual menu.
Hover
You can make your app layouts feel polished and easier to use by handling hover events. This is especially true for custom views:
Kotlin
// Change the icon to a "hand" pointer on hover. // Highlight the view by changing the background. yourView.setOnHoverListener { view, _ -> addVisualHighlighting(true) view.pointerIcon = PointerIcon.getSystemIcon(view.context, PointerIcon.TYPE_HAND) true // Listener consumes the event. }
Java
// Change the icon to a "hand" pointer on hover. // Highlight the view by changing the background. yourView.setOnHoverListener((view, event) -> { addVisualHighlighting(true); view.setPointerIcon( PointerIcon.getSystemIcon(view.getContext(), PointerIcon.TYPE_HAND) ); return true; // Listener consumes the event. });
The two most common examples of this are:
- Indicating to users whether an element has interactive behavior, such as being clickable or editable, by changing the mouse pointer icon
- Adding visual feedback to items in a large list or grid when the pointer is hovering over them
Drag and drop
In a multi-window environment, users expect to be able to drag and drop items between apps. This is true for desktop devices as well as tablets, phones, and foldables in split‑screen mode.
Consider whether users are likely to drag items into your app. For example, photo editors should expect to receive photos, audio players should expect to receive audio files, and drawing programs should expect to receive photos.
To add drag and drop support, see Enable drag and drop , and take a look at the Android on ChromeOS — Implementing Drag & Drop blog post.
Special considerations for ChromeOS
- Remember to request permission with
requestDragAndDropPermissions()
to access items dragged in from outside the app An item must have the
View.DRAG_FLAG_GLOBAL
flag in order to be dragged out to other applications
Advanced pointer support
Apps that do advanced handling of mouse and touchpad input should implement a
View#onGenericMotionEvent()
and use [MotionEvent.getSource()
][] to
distinguish between SOURCE_MOUSE
and SOURCE_TOUCHSCREEN
.
Examine the MotionEvent
object to implement the required behavior:
- Movement generates
ACTION_HOVER_MOVE
events. - Buttons generate
ACTION_BUTTON_PRESS
andACTION_BUTTON_RELEASE
events. You can also check the current state of all mouse and trackpad buttons usinggetButtonState()
. - Mouse wheel scrolling generates
ACTION_SCROLL
events.
Game controllers
Some large screen Android devices support up to four game controllers. Use the standard Android game controller APIs to handle game controllers (see Support game controllers).
Game controller buttons are mapped to common values following a common mapping. But not all game controller manufacturers follow the same mapping conventions. You can provide a much better experience if you allow users to select different popular controller mappings. See Process gamepad button presses for more information.
Input translation mode
ChromeOS enables an input translation mode by default. For most Android apps, this mode helps apps work as expected in a desktop environment. Some examples include automatically enabling two‑finger scrolling on the touchpad, mouse wheel scrolling, and mapping raw display coordinates to window coordinates. Generally, app developers don't need to implement any of these behaviors themselves.
If an app implements custom input behavior, for example defining a custom two‑finger touchpad pinch action, or these input translations don't provide the input events expected by the app, you can disable the input translation mode by adding the following tag to the Android manifest:
<uses-feature
android:name="android.hardware.type.pc"
android:required="false" />