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/*
* 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
*/
@android.ravenwood.annotation.RavenwoodKeepWholeClass
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;
}
}