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