Fix bounds rotation logic
Reuse code that computes window bounds for seamless rotation in
DisplayContent#rotateBounds. Also make sure that we operate with
display rect adjusted for the requested orientation.
Bug: 31005451
Bug: 29586417
Change-Id: Ie18ac2c84c7a3ea474e00e7108c3b3c21114e719
diff --git a/services/core/java/com/android/server/wm/DisplayContent.java b/services/core/java/com/android/server/wm/DisplayContent.java
index 12399bd..7b1a523 100644
--- a/services/core/java/com/android/server/wm/DisplayContent.java
+++ b/services/core/java/com/android/server/wm/DisplayContent.java
@@ -30,7 +30,9 @@
import android.app.ActivityManager.StackId;
import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
+import android.graphics.Matrix;
import android.graphics.Rect;
+import android.graphics.RectF;
import android.graphics.Region;
import android.graphics.Region.Op;
import android.os.Build;
@@ -106,6 +108,8 @@
/** Save allocating when calculating rects */
private final Rect mTmpRect = new Rect();
private final Rect mTmpRect2 = new Rect();
+ private final RectF mTmpRectF = new RectF();
+ private final Matrix mTmpMatrix = new Matrix();
private final Region mTmpRegion = new Region();
/** For gathering Task objects in order. */
@@ -242,6 +246,20 @@
out.set(left, top, left + width, top + height);
}
+ private void getLogicalDisplayRect(Rect out, int orientation) {
+ getLogicalDisplayRect(out);
+
+ // Rotate the Rect if needed.
+ final int currentRotation = mDisplayInfo.rotation;
+ final int rotationDelta = deltaRotation(currentRotation, orientation);
+ if (rotationDelta == Surface.ROTATION_90 || rotationDelta == Surface.ROTATION_270) {
+ createRotationMatrix(rotationDelta, mBaseDisplayWidth, mBaseDisplayHeight, mTmpMatrix);
+ mTmpRectF.set(out);
+ mTmpMatrix.mapRect(mTmpRectF);
+ mTmpRectF.round(out);
+ }
+ }
+
void getContentRect(Rect out) {
out.set(mContentRect);
}
@@ -536,32 +554,16 @@
}
void rotateBounds(int oldRotation, int newRotation, Rect bounds) {
- final int rotationDelta = DisplayContent.deltaRotation(oldRotation, newRotation);
- getLogicalDisplayRect(mTmpRect);
- switch (rotationDelta) {
- case Surface.ROTATION_0:
- mTmpRect2.set(bounds);
- break;
- case Surface.ROTATION_90:
- mTmpRect2.top = mTmpRect.bottom - bounds.right;
- mTmpRect2.left = bounds.top;
- mTmpRect2.right = mTmpRect2.left + bounds.height();
- mTmpRect2.bottom = mTmpRect2.top + bounds.width();
- break;
- case Surface.ROTATION_180:
- mTmpRect2.top = mTmpRect.bottom - bounds.bottom;
- mTmpRect2.left = mTmpRect.right - bounds.right;
- mTmpRect2.right = mTmpRect2.left + bounds.width();
- mTmpRect2.bottom = mTmpRect2.top + bounds.height();
- break;
- case Surface.ROTATION_270:
- mTmpRect2.top = bounds.left;
- mTmpRect2.left = mTmpRect.right - bounds.bottom;
- mTmpRect2.right = mTmpRect2.left + bounds.height();
- mTmpRect2.bottom = mTmpRect2.top + bounds.width();
- break;
- }
- bounds.set(mTmpRect2);
+ getLogicalDisplayRect(mTmpRect, newRotation);
+
+ // Compute a transform matrix to undo the coordinate space transformation,
+ // and present the window at the same physical position it previously occupied.
+ final int deltaRotation = deltaRotation(newRotation, oldRotation);
+ createRotationMatrix(deltaRotation, mTmpRect.width(), mTmpRect.height(), mTmpMatrix);
+
+ mTmpRectF.set(bounds);
+ mTmpMatrix.mapRect(mTmpRectF);
+ mTmpRectF.round(bounds);
}
static int deltaRotation(int oldRotation, int newRotation) {
@@ -570,6 +572,35 @@
return delta;
}
+ static void createRotationMatrix(int rotation, float displayWidth, float displayHeight,
+ Matrix outMatrix) {
+ // For rotations without Z-ordering we don't need the target rectangle's position.
+ createRotationMatrix(rotation, 0 /* rectLeft */, 0 /* rectTop */, displayWidth,
+ displayHeight, outMatrix);
+ }
+
+ static void createRotationMatrix(int rotation, float rectLeft, float rectTop,
+ float displayWidth, float displayHeight, Matrix outMatrix) {
+ switch (rotation) {
+ case Surface.ROTATION_0:
+ outMatrix.reset();
+ break;
+ case Surface.ROTATION_270:
+ outMatrix.setRotate(270, 0, 0);
+ outMatrix.postTranslate(0, displayHeight);
+ outMatrix.postTranslate(rectTop, 0);
+ break;
+ case Surface.ROTATION_180:
+ outMatrix.reset();
+ break;
+ case Surface.ROTATION_90:
+ outMatrix.setRotate(90, 0, 0);
+ outMatrix.postTranslate(displayWidth, 0);
+ outMatrix.postTranslate(-rectTop, rectLeft);
+ break;
+ }
+ }
+
public void dump(String prefix, PrintWriter pw) {
pw.print(prefix); pw.print("Display: mDisplayId="); pw.println(mDisplayId);
final String subPrefix = " " + prefix;
diff --git a/services/core/java/com/android/server/wm/WindowStateAnimator.java b/services/core/java/com/android/server/wm/WindowStateAnimator.java
index 0285f70..00015f8 100644
--- a/services/core/java/com/android/server/wm/WindowStateAnimator.java
+++ b/services/core/java/com/android/server/wm/WindowStateAnimator.java
@@ -2102,24 +2102,8 @@
// Compute a transform matrix to undo the coordinate space transformation,
// and present the window at the same physical position it previously occupied.
final int deltaRotation = DisplayContent.deltaRotation(newRotation, oldRotation);
- switch (deltaRotation) {
- case Surface.ROTATION_0:
- transform.reset();
- break;
- case Surface.ROTATION_270:
- transform.setRotate(270, 0, 0);
- transform.postTranslate(0, displayHeight);
- transform.postTranslate(y, 0);
- break;
- case Surface.ROTATION_180:
- transform.reset();
- break;
- case Surface.ROTATION_90:
- transform.setRotate(90, 0, 0);
- transform.postTranslate(displayWidth, 0);
- transform.postTranslate(-y, x);
- break;
- }
+ DisplayContent.createRotationMatrix(deltaRotation, x, y, displayWidth, displayHeight,
+ transform);
// We have two cases:
// 1. Windows with NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY: