blob: 8cd91d3a43af872eaedf14026862a36f6b092828 [file] [log] [blame]
package com.android.launcher3.folder;
public class ClippedFolderIconLayoutRule {
public static final int MAX_NUM_ITEMS_IN_PREVIEW = 4;
private static final int MIN_NUM_ITEMS_IN_PREVIEW = 2;
private static final float MIN_SCALE = 0.44f;
private static final float MAX_SCALE = 0.51f;
private static final float MAX_RADIUS_DILATION = 0.25f;
// The max amount of overlap the preview items can go outside of the background bounds.
public static final float ICON_OVERLAP_FACTOR = 1 + (MAX_RADIUS_DILATION / 2f);
private static final float ITEM_RADIUS_SCALE_FACTOR = 1.15f;
public static final int EXIT_INDEX = -2;
public static final int ENTER_INDEX = -3;
private float[] mTmpPoint = new float[2];
private float mAvailableSpace;
private float mRadius;
private float mIconSize;
private boolean mIsRtl;
private float mBaselineIconScale;
public void init(int availableSpace, float intrinsicIconSize, boolean rtl) {
mAvailableSpace = availableSpace;
mRadius = ITEM_RADIUS_SCALE_FACTOR * availableSpace / 2f;
mIconSize = intrinsicIconSize;
mIsRtl = rtl;
mBaselineIconScale = availableSpace / (intrinsicIconSize * 1f);
}
public PreviewItemDrawingParams computePreviewItemDrawingParams(int index, int curNumItems,
PreviewItemDrawingParams params) {
float totalScale = scaleForItem(curNumItems);
float transX;
float transY;
if (index == EXIT_INDEX) {
// 0 1 * <-- Exit position (row 0, col 2)
// 2 3
getGridPosition(0, 2, mTmpPoint);
} else if (index == ENTER_INDEX) {
// 0 1
// 2 3 * <-- Enter position (row 1, col 2)
getGridPosition(1, 2, mTmpPoint);
} else if (index >= MAX_NUM_ITEMS_IN_PREVIEW) {
// Items beyond those displayed in the preview are animated to the center
mTmpPoint[0] = mTmpPoint[1] = mAvailableSpace / 2 - (mIconSize * totalScale) / 2;
} else {
getPosition(index, curNumItems, mTmpPoint);
}
transX = mTmpPoint[0];
transY = mTmpPoint[1];
if (params == null) {
params = new PreviewItemDrawingParams(transX, transY, totalScale);
} else {
params.update(transX, transY, totalScale);
}
return params;
}
/**
* Builds a grid based on the positioning of the items when there are
* {@link #MAX_NUM_ITEMS_IN_PREVIEW} in the preview.
*
* Positions in the grid: 0 1 // 0 is row 0, col 1
* 2 3 // 3 is row 1, col 1
*/
private void getGridPosition(int row, int col, float[] result) {
// We use position 0 and 3 to calculate the x and y distances between items.
getPosition(0, 4, result);
float left = result[0];
float top = result[1];
getPosition(3, 4, result);
float dx = result[0] - left;
float dy = result[1] - top;
result[0] = left + (col * dx);
result[1] = top + (row * dy);
}
private void getPosition(int index, int curNumItems, float[] result) {
// The case of two items is homomorphic to the case of one.
curNumItems = Math.max(curNumItems, 2);
// We model the preview as a circle of items starting in the appropriate piece of the
// upper left quadrant (to achieve horizontal and vertical symmetry).
double theta0 = mIsRtl ? 0 : Math.PI;
// In RTL we go counterclockwise
int direction = mIsRtl ? 1 : -1;
double thetaShift = 0;
if (curNumItems == 3) {
thetaShift = Math.PI / 2;
} else if (curNumItems == 4) {
thetaShift = Math.PI / 4;
}
theta0 += direction * thetaShift;
// We want the items to appear in reading order. For the case of 1, 2 and 3 items, this
// is natural for the circular model. With 4 items, however, we need to swap the 3rd and
// 4th indices to achieve reading order.
if (curNumItems == 4 && index == 3) {
index = 2;
} else if (curNumItems == 4 && index == 2) {
index = 3;
}
// We bump the radius up between 0 and MAX_RADIUS_DILATION % as the number of items increase
float radius = mRadius * (1 + MAX_RADIUS_DILATION * (curNumItems -
MIN_NUM_ITEMS_IN_PREVIEW) / (MAX_NUM_ITEMS_IN_PREVIEW - MIN_NUM_ITEMS_IN_PREVIEW));
double theta = theta0 + index * (2 * Math.PI / curNumItems) * direction;
float halfIconSize = (mIconSize * scaleForItem(curNumItems)) / 2;
// Map the location along the circle, and offset the coordinates to represent the center
// of the icon, and to be based from the top / left of the preview area. The y component
// is inverted to match the coordinate system.
result[0] = mAvailableSpace / 2 + (float) (radius * Math.cos(theta) / 2) - halfIconSize;
result[1] = mAvailableSpace / 2 + (float) (- radius * Math.sin(theta) / 2) - halfIconSize;
}
public float scaleForItem(int numItems) {
// Scale is determined by the number of items in the preview.
final float scale;
if (numItems <= 3) {
scale = MAX_SCALE;
} else {
scale = MIN_SCALE;
}
return scale * mBaselineIconScale;
}
public float getIconSize() {
return mIconSize;
}
}