270 lines
9.9 KiB
Java
270 lines
9.9 KiB
Java
/*
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* Copyright (C) 2020 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.util;
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import static android.view.Surface.ROTATION_0;
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import static android.view.Surface.ROTATION_180;
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import static android.view.Surface.ROTATION_270;
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import static android.view.Surface.ROTATION_90;
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import android.annotation.Dimension;
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import android.graphics.Insets;
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import android.graphics.Matrix;
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import android.graphics.Point;
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import android.graphics.PointF;
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import android.graphics.Rect;
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import android.view.Surface;
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import android.view.Surface.Rotation;
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import android.view.SurfaceControl;
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/**
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* A class containing utility methods related to rotation.
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*
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* @hide
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*/
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@android.ravenwood.annotation.RavenwoodKeepWholeClass
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public class RotationUtils {
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/**
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* Rotates an Insets according to the given rotation.
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*/
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public static Insets rotateInsets(Insets insets, @Rotation int rotation) {
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if (insets == null || insets == Insets.NONE) {
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return insets;
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}
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Insets rotated;
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switch (rotation) {
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case ROTATION_0:
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rotated = insets;
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break;
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case ROTATION_90:
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rotated = Insets.of(
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insets.top,
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insets.right,
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insets.bottom,
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insets.left);
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break;
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case ROTATION_180:
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rotated = Insets.of(
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insets.right,
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insets.bottom,
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insets.left,
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insets.top);
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break;
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case ROTATION_270:
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rotated = Insets.of(
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insets.bottom,
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insets.left,
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insets.top,
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insets.right);
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break;
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default:
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throw new IllegalArgumentException("unknown rotation: " + rotation);
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}
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return rotated;
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}
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/**
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* Rotates bounds as if parentBounds and bounds are a group. The group is rotated from
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* oldRotation to newRotation. This assumes that parentBounds is at 0,0 and remains at 0,0 after
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* rotation. The bounds will be at the same physical position in parentBounds.
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*
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* Only 'inOutBounds' is mutated.
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*/
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public static void rotateBounds(Rect inOutBounds, Rect parentBounds, @Rotation int oldRotation,
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@Rotation int newRotation) {
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rotateBounds(inOutBounds, parentBounds, deltaRotation(oldRotation, newRotation));
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}
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/**
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* Rotates inOutBounds together with the parent for a given rotation delta. This assumes that
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* the parent starts at 0,0 and remains at 0,0 after the rotation. The inOutBounds will remain
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* at the same physical position within the parent.
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*
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* Only 'inOutBounds' is mutated.
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*/
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public static void rotateBounds(Rect inOutBounds, int parentWidth, int parentHeight,
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@Rotation int rotation) {
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final int origLeft = inOutBounds.left;
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final int origTop = inOutBounds.top;
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switch (rotation) {
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case ROTATION_0:
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return;
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case ROTATION_90:
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inOutBounds.left = inOutBounds.top;
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inOutBounds.top = parentWidth - inOutBounds.right;
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inOutBounds.right = inOutBounds.bottom;
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inOutBounds.bottom = parentWidth - origLeft;
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return;
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case ROTATION_180:
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inOutBounds.left = parentWidth - inOutBounds.right;
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inOutBounds.right = parentWidth - origLeft;
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inOutBounds.top = parentHeight - inOutBounds.bottom;
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inOutBounds.bottom = parentHeight - origTop;
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return;
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case ROTATION_270:
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inOutBounds.left = parentHeight - inOutBounds.bottom;
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inOutBounds.bottom = inOutBounds.right;
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inOutBounds.right = parentHeight - inOutBounds.top;
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inOutBounds.top = origLeft;
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}
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}
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/**
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* Rotates bounds as if parentBounds and bounds are a group. The group is rotated by `delta`
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* 90-degree counter-clockwise increments. This assumes that parentBounds is at 0,0 and
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* remains at 0,0 after rotation. The bounds will be at the same physical position in
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* parentBounds.
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*
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* Only 'inOutBounds' is mutated.
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*/
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public static void rotateBounds(Rect inOutBounds, Rect parentBounds, @Rotation int rotation) {
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rotateBounds(inOutBounds, parentBounds.right, parentBounds.bottom, rotation);
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}
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/** @return the rotation needed to rotate from oldRotation to newRotation. */
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@Rotation
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public static int deltaRotation(@Rotation int oldRotation, @Rotation int newRotation) {
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int delta = newRotation - oldRotation;
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if (delta < 0) delta += 4;
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return delta;
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}
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/**
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* Rotates a surface CCW around the origin (eg. a 90-degree rotation will result in the
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* bottom-left being at the origin). Use {@link #rotatePoint} to transform the top-left
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* corner appropriately.
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*/
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public static void rotateSurface(SurfaceControl.Transaction t, SurfaceControl sc,
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@Rotation int rotation) {
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// Note: the matrix values look inverted, but they aren't because our coordinate-space
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// is actually left-handed.
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// Note: setMatrix expects values in column-major order.
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switch (rotation) {
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case ROTATION_0:
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t.setMatrix(sc, 1.f, 0.f, 0.f, 1.f);
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break;
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case ROTATION_90:
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t.setMatrix(sc, 0.f, -1.f, 1.f, 0.f);
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break;
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case ROTATION_180:
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t.setMatrix(sc, -1.f, 0.f, 0.f, -1.f);
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break;
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case ROTATION_270:
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t.setMatrix(sc, 0.f, 1.f, -1.f, 0.f);
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break;
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}
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}
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/**
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* Rotates a point CCW within a rectangle of size parentW x parentH with top/left at the
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* origin as if the point is stuck to the rectangle. The rectangle is transformed such that
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* it's top/left remains at the origin after the rotation.
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*/
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public static void rotatePoint(Point inOutPoint, @Rotation int rotation,
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int parentW, int parentH) {
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int origX = inOutPoint.x;
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switch (rotation) {
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case ROTATION_0:
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return;
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case ROTATION_90:
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inOutPoint.x = inOutPoint.y;
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inOutPoint.y = parentW - origX;
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return;
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case ROTATION_180:
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inOutPoint.x = parentW - inOutPoint.x;
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inOutPoint.y = parentH - inOutPoint.y;
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return;
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case ROTATION_270:
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inOutPoint.x = parentH - inOutPoint.y;
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inOutPoint.y = origX;
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}
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}
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/**
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* Same as {@link #rotatePoint}, but for float coordinates.
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*/
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public static void rotatePointF(PointF inOutPoint, @Rotation int rotation,
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float parentW, float parentH) {
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float origX = inOutPoint.x;
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switch (rotation) {
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case ROTATION_0:
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return;
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case ROTATION_90:
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inOutPoint.x = inOutPoint.y;
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inOutPoint.y = parentW - origX;
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return;
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case ROTATION_180:
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inOutPoint.x = parentW - inOutPoint.x;
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inOutPoint.y = parentH - inOutPoint.y;
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return;
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case ROTATION_270:
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inOutPoint.x = parentH - inOutPoint.y;
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inOutPoint.y = origX;
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}
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}
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/**
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* Sets a matrix such that given a rotation, it transforms physical display
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* coordinates to that rotation's logical coordinates.
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*
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* @param rotation the rotation to which the matrix should transform
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* @param out the matrix to be set
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*/
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public static void transformPhysicalToLogicalCoordinates(@Rotation int rotation,
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@Dimension int physicalWidth, @Dimension int physicalHeight, Matrix out) {
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switch (rotation) {
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case ROTATION_0:
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out.reset();
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break;
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case ROTATION_90:
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out.setRotate(270);
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out.postTranslate(0, physicalWidth);
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break;
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case ROTATION_180:
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out.setRotate(180);
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out.postTranslate(physicalWidth, physicalHeight);
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break;
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case ROTATION_270:
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out.setRotate(90);
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out.postTranslate(physicalHeight, 0);
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break;
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default:
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throw new IllegalArgumentException("Unknown rotation: " + rotation);
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}
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}
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/**
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* Reverses the rotation direction around the Z axis. Note that this method assumes all
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* rotations are relative to {@link Surface.ROTATION_0}.
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*
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* @param rotation the original rotation.
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* @return the new rotation that should be applied.
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*/
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@Surface.Rotation
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public static int reverseRotationDirectionAroundZAxis(@Surface.Rotation int rotation) {
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// Flipping 270 and 90 has the same effect as changing the direction which rotation is
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// applied.
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if (rotation == Surface.ROTATION_90) {
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rotation = Surface.ROTATION_270;
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} else if (rotation == Surface.ROTATION_270) {
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rotation = Surface.ROTATION_90;
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}
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return rotation;
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}
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}
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