| /* |
| * 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; |
| } |
| } |