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/*
* Copyright (C) 2016 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 com.android.internal.policy;
import android.content.Context;
import android.content.res.Configuration;
import android.content.res.Resources;
import android.graphics.Point;
import android.graphics.PointF;
import android.graphics.Rect;
import android.util.Size;
import android.view.Gravity;
import android.view.ViewConfiguration;
import android.widget.Scroller;
import java.io.PrintWriter;
import java.util.ArrayList;
/**
* Calculates the snap targets and the snap position for the PIP given a position and a velocity.
* All bounds are relative to the display top/left.
*/
public class PipSnapAlgorithm {
// The below SNAP_MODE_* constants correspond to the config resource value
// config_pictureInPictureSnapMode and should not be changed independently.
// Allows snapping to the four corners
private static final int SNAP_MODE_CORNERS_ONLY = 0;
// Allows snapping to the four corners and the mid-points on the long edge in each orientation
private static final int SNAP_MODE_CORNERS_AND_SIDES = 1;
// Allows snapping to anywhere along the edge of the screen
private static final int SNAP_MODE_EDGE = 2;
// Allows snapping anywhere along the edge of the screen and magnets towards corners
private static final int SNAP_MODE_EDGE_MAGNET_CORNERS = 3;
// Allows snapping on the long edge in each orientation and magnets towards corners
private static final int SNAP_MODE_LONG_EDGE_MAGNET_CORNERS = 4;
// Threshold to magnet to a corner
private static final float CORNER_MAGNET_THRESHOLD = 0.3f;
private final Context mContext;
private final ArrayList<Integer> mSnapGravities = new ArrayList<>();
private final int mDefaultSnapMode = SNAP_MODE_EDGE_MAGNET_CORNERS;
private int mSnapMode = mDefaultSnapMode;
private final float mDefaultSizePercent;
private final float mMinAspectRatioForMinSize;
private final float mMaxAspectRatioForMinSize;
private final int mFlingDeceleration;
private int mOrientation = Configuration.ORIENTATION_UNDEFINED;
private final int mMinimizedVisibleSize;
private boolean mIsMinimized;
public PipSnapAlgorithm(Context context) {
Resources res = context.getResources();
mContext = context;
mMinimizedVisibleSize = res.getDimensionPixelSize(
com.android.internal.R.dimen.pip_minimized_visible_size);
mDefaultSizePercent = res.getFloat(
com.android.internal.R.dimen.config_pictureInPictureDefaultSizePercent);
mMaxAspectRatioForMinSize = res.getFloat(
com.android.internal.R.dimen.config_pictureInPictureAspectRatioLimitForMinSize);
mMinAspectRatioForMinSize = 1f / mMaxAspectRatioForMinSize;
mFlingDeceleration = mContext.getResources().getDimensionPixelSize(
com.android.internal.R.dimen.pip_fling_deceleration);
onConfigurationChanged();
}
/**
* Updates the snap algorithm when the configuration changes.
*/
public void onConfigurationChanged() {
Resources res = mContext.getResources();
mOrientation = res.getConfiguration().orientation;
mSnapMode = res.getInteger(com.android.internal.R.integer.config_pictureInPictureSnapMode);
calculateSnapTargets();
}
/**
* Sets the PIP's minimized state.
*/
public void setMinimized(boolean isMinimized) {
mIsMinimized = isMinimized;
}
/**
* @return the closest absolute snap stack bounds for the given {@param stackBounds} moving at
* the given {@param velocityX} and {@param velocityY}. The {@param movementBounds} should be
* those for the given {@param stackBounds}.
*/
public Rect findClosestSnapBounds(Rect movementBounds, Rect stackBounds, float velocityX,
float velocityY, Point dragStartPosition) {
final Rect intersectStackBounds = new Rect(stackBounds);
final Point intersect = getEdgeIntersect(stackBounds, movementBounds, velocityX, velocityY,
dragStartPosition);
intersectStackBounds.offsetTo(intersect.x, intersect.y);
return findClosestSnapBounds(movementBounds, intersectStackBounds);
}
/**
* @return The point along the {@param movementBounds} that the PIP would intersect with based
* on the provided {@param velX}, {@param velY} along with the position of the PIP when
* the gesture started, {@param dragStartPosition}.
*/
public Point getEdgeIntersect(Rect stackBounds, Rect movementBounds, float velX, float velY,
Point dragStartPosition) {
final boolean isLandscape = mOrientation == Configuration.ORIENTATION_LANDSCAPE;
final int x = stackBounds.left;
final int y = stackBounds.top;
// Find the line of movement the PIP is on. Line defined by: y = slope * x + yIntercept
final float slope = velY / velX; // slope = rise / run
final float yIntercept = y - slope * x; // rearrange line equation for yIntercept
// The PIP can have two intercept points:
// 1) Where the line intersects with one of the edges of the screen (vertical line)
Point vertPoint = new Point();
// 2) Where the line intersects with the top or bottom of the screen (horizontal line)
Point horizPoint = new Point();
// Find the vertical line intersection, x will be one of the edges
vertPoint.x = velX > 0 ? movementBounds.right : movementBounds.left;
// Sub in x in our line equation to determine y position
vertPoint.y = findY(slope, yIntercept, vertPoint.x);
// Find the horizontal line intersection, y will be the top or bottom of the screen
horizPoint.y = velY > 0 ? movementBounds.bottom : movementBounds.top;
// Sub in y in our line equation to determine x position
horizPoint.x = findX(slope, yIntercept, horizPoint.y);
// Now pick one of these points -- first determine if we're flinging along the current edge.
// Only fling along current edge if it's a direction with space for the PIP to move to
int maxDistance;
if (isLandscape) {
maxDistance = velX > 0
? movementBounds.right - stackBounds.left
: stackBounds.left - movementBounds.left;
} else {
maxDistance = velY > 0
? movementBounds.bottom - stackBounds.top
: stackBounds.top - movementBounds.top;
}
if (maxDistance > 0) {
// Only fling along the current edge if the start and end point are on the same side
final int startPoint = isLandscape ? dragStartPosition.y : dragStartPosition.x;
final int endPoint = isLandscape ? horizPoint.y : horizPoint.x;
final int center = movementBounds.centerX();
if ((startPoint < center && endPoint < center)
|| (startPoint > center && endPoint > center)) {
// We are flinging along the current edge, figure out how far it should travel
// based on velocity and assumed deceleration.
int distance = (int) (0 - Math.pow(isLandscape ? velX : velY, 2))
/ (2 * mFlingDeceleration);
distance = Math.min(distance, maxDistance);
// Adjust the point for the distance
if (isLandscape) {
horizPoint.x = stackBounds.left + (velX > 0 ? distance : -distance);
} else {
horizPoint.y = stackBounds.top + (velY > 0 ? distance : -distance);
}
return horizPoint;
}
}
// If we're not flinging along the current edge, find the closest point instead.
final double distanceVert = Math.hypot(vertPoint.x - x, vertPoint.y - y);
final double distanceHoriz = Math.hypot(horizPoint.x - x, horizPoint.y - y);
// Ensure that we're actually going somewhere
if (distanceVert == 0) {
return horizPoint;
}
if (distanceHoriz == 0) {
return vertPoint;
}
// Otherwise use the closest point
return Math.abs(distanceVert) > Math.abs(distanceHoriz) ? horizPoint : vertPoint;
}
private int findY(float slope, float yIntercept, float x) {
return (int) ((slope * x) + yIntercept);
}
private int findX(float slope, float yIntercept, float y) {
return (int) ((y - yIntercept) / slope);
}
/**
* @return the closest absolute snap stack bounds for the given {@param stackBounds}. The
* {@param movementBounds} should be those for the given {@param stackBounds}.
*/
public Rect findClosestSnapBounds(Rect movementBounds, Rect stackBounds) {
final Rect pipBounds = new Rect(movementBounds.left, movementBounds.top,
movementBounds.right + stackBounds.width(),
movementBounds.bottom + stackBounds.height());
final Rect newBounds = new Rect(stackBounds);
if (mSnapMode == SNAP_MODE_LONG_EDGE_MAGNET_CORNERS
|| mSnapMode == SNAP_MODE_EDGE_MAGNET_CORNERS) {
final Rect tmpBounds = new Rect();
final Point[] snapTargets = new Point[mSnapGravities.size()];
for (int i = 0; i < mSnapGravities.size(); i++) {
Gravity.apply(mSnapGravities.get(i), stackBounds.width(), stackBounds.height(),
pipBounds, 0, 0, tmpBounds);
snapTargets[i] = new Point(tmpBounds.left, tmpBounds.top);
}
Point snapTarget = findClosestPoint(stackBounds.left, stackBounds.top, snapTargets);
float distance = distanceToPoint(snapTarget, stackBounds.left, stackBounds.top);
final float thresh = Math.max(stackBounds.width(), stackBounds.height())
* CORNER_MAGNET_THRESHOLD;
if (distance < thresh) {
newBounds.offsetTo(snapTarget.x, snapTarget.y);
} else {
snapRectToClosestEdge(stackBounds, movementBounds, newBounds);
}
} else if (mSnapMode == SNAP_MODE_EDGE) {
// Find the closest edge to the given stack bounds and snap to it
snapRectToClosestEdge(stackBounds, movementBounds, newBounds);
} else {
// Find the closest snap point
final Rect tmpBounds = new Rect();
final Point[] snapTargets = new Point[mSnapGravities.size()];
for (int i = 0; i < mSnapGravities.size(); i++) {
Gravity.apply(mSnapGravities.get(i), stackBounds.width(), stackBounds.height(),
pipBounds, 0, 0, tmpBounds);
snapTargets[i] = new Point(tmpBounds.left, tmpBounds.top);
}
Point snapTarget = findClosestPoint(stackBounds.left, stackBounds.top, snapTargets);
newBounds.offsetTo(snapTarget.x, snapTarget.y);
}
return newBounds;
}
/**
* Applies the offset to the {@param stackBounds} to adjust it to a minimized state.
*/
public void applyMinimizedOffset(Rect stackBounds, Rect movementBounds, Point displaySize,
Rect stableInsets) {
if (stackBounds.left <= movementBounds.centerX()) {
stackBounds.offsetTo(stableInsets.left + mMinimizedVisibleSize - stackBounds.width(),
stackBounds.top);
} else {
stackBounds.offsetTo(displaySize.x - stableInsets.right - mMinimizedVisibleSize,
stackBounds.top);
}
}
/**
* @return returns a fraction that describes where along the {@param movementBounds} the
* {@param stackBounds} are. If the {@param stackBounds} are not currently on the
* {@param movementBounds} exactly, then they will be snapped to the movement bounds.
*
* The fraction is defined in a clockwise fashion against the {@param movementBounds}:
*
* 0 1
* 4 +---+ 1
* | |
* 3 +---+ 2
* 3 2
*/
public float getSnapFraction(Rect stackBounds, Rect movementBounds) {
final Rect tmpBounds = new Rect();
snapRectToClosestEdge(stackBounds, movementBounds, tmpBounds);
final float widthFraction = (float) (tmpBounds.left - movementBounds.left) /
movementBounds.width();
final float heightFraction = (float) (tmpBounds.top - movementBounds.top) /
movementBounds.height();
if (tmpBounds.top == movementBounds.top) {
return widthFraction;
} else if (tmpBounds.left == movementBounds.right) {
return 1f + heightFraction;
} else if (tmpBounds.top == movementBounds.bottom) {
return 2f + (1f - widthFraction);
} else {
return 3f + (1f - heightFraction);
}
}
/**
* Moves the {@param stackBounds} along the {@param movementBounds} to the given snap fraction.
* See {@link #getSnapFraction(Rect, Rect)}.
*
* The fraction is define in a clockwise fashion against the {@param movementBounds}:
*
* 0 1
* 4 +---+ 1
* | |
* 3 +---+ 2
* 3 2
*/
public void applySnapFraction(Rect stackBounds, Rect movementBounds, float snapFraction) {
if (snapFraction < 1f) {
int offset = movementBounds.left + (int) (snapFraction * movementBounds.width());
stackBounds.offsetTo(offset, movementBounds.top);
} else if (snapFraction < 2f) {
snapFraction -= 1f;
int offset = movementBounds.top + (int) (snapFraction * movementBounds.height());
stackBounds.offsetTo(movementBounds.right, offset);
} else if (snapFraction < 3f) {
snapFraction -= 2f;
int offset = movementBounds.left + (int) ((1f - snapFraction) * movementBounds.width());
stackBounds.offsetTo(offset, movementBounds.bottom);
} else {
snapFraction -= 3f;
int offset = movementBounds.top + (int) ((1f - snapFraction) * movementBounds.height());
stackBounds.offsetTo(movementBounds.left, offset);
}
}
/**
* Adjusts {@param movementBoundsOut} so that it is the movement bounds for the given
* {@param stackBounds}.
*/
public void getMovementBounds(Rect stackBounds, Rect insetBounds, Rect movementBoundsOut,
int bottomOffset) {
// Adjust the right/bottom to ensure the stack bounds never goes offscreen
movementBoundsOut.set(insetBounds);
movementBoundsOut.right = Math.max(insetBounds.left, insetBounds.right -
stackBounds.width());
movementBoundsOut.bottom = Math.max(insetBounds.top, insetBounds.bottom -
stackBounds.height());
movementBoundsOut.bottom -= bottomOffset;
}
/**
* @return the size of the PiP at the given {@param aspectRatio}, ensuring that the minimum edge
* is at least {@param minEdgeSize}.
*/
public Size getSizeForAspectRatio(float aspectRatio, float minEdgeSize, int displayWidth,
int displayHeight) {
final int smallestDisplaySize = Math.min(displayWidth, displayHeight);
final int minSize = (int) Math.max(minEdgeSize, smallestDisplaySize * mDefaultSizePercent);
final int width;
final int height;
if (aspectRatio <= mMinAspectRatioForMinSize || aspectRatio > mMaxAspectRatioForMinSize) {
// Beyond these points, we can just use the min size as the shorter edge
if (aspectRatio <= 1) {
// Portrait, width is the minimum size
width = minSize;
height = Math.round(width / aspectRatio);
} else {
// Landscape, height is the minimum size
height = minSize;
width = Math.round(height * aspectRatio);
}
} else {
// Within these points, we ensure that the bounds fit within the radius of the limits
// at the points
final float widthAtMaxAspectRatioForMinSize = mMaxAspectRatioForMinSize * minSize;
final float radius = PointF.length(widthAtMaxAspectRatioForMinSize, minSize);
height = (int) Math.round(Math.sqrt((radius * radius) /
(aspectRatio * aspectRatio + 1)));
width = Math.round(height * aspectRatio);
}
return new Size(width, height);
}
/**
* @return the closest point in {@param points} to the given {@param x} and {@param y}.
*/
private Point findClosestPoint(int x, int y, Point[] points) {
Point closestPoint = null;
float minDistance = Float.MAX_VALUE;
for (Point p : points) {
float distance = distanceToPoint(p, x, y);
if (distance < minDistance) {
closestPoint = p;
minDistance = distance;
}
}
return closestPoint;
}
/**
* Snaps the {@param stackBounds} to the closest edge of the {@param movementBounds} and writes
* the new bounds out to {@param boundsOut}.
*/
private void snapRectToClosestEdge(Rect stackBounds, Rect movementBounds, Rect boundsOut) {
// If the stackBounds are minimized, then it should only be snapped back horizontally
final int boundedLeft = Math.max(movementBounds.left, Math.min(movementBounds.right,
stackBounds.left));
final int boundedTop = Math.max(movementBounds.top, Math.min(movementBounds.bottom,
stackBounds.top));
boundsOut.set(stackBounds);
if (mIsMinimized) {
boundsOut.offsetTo(boundedLeft, boundedTop);
return;
}
// Otherwise, just find the closest edge
final int fromLeft = Math.abs(stackBounds.left - movementBounds.left);
final int fromTop = Math.abs(stackBounds.top - movementBounds.top);
final int fromRight = Math.abs(movementBounds.right - stackBounds.left);
final int fromBottom = Math.abs(movementBounds.bottom - stackBounds.top);
int shortest;
if (mSnapMode == SNAP_MODE_LONG_EDGE_MAGNET_CORNERS) {
// Only check longest edges
shortest = (mOrientation == Configuration.ORIENTATION_LANDSCAPE)
? Math.min(fromTop, fromBottom)
: Math.min(fromLeft, fromRight);
} else {
shortest = Math.min(Math.min(fromLeft, fromRight), Math.min(fromTop, fromBottom));
}
if (shortest == fromLeft) {
boundsOut.offsetTo(movementBounds.left, boundedTop);
} else if (shortest == fromTop) {
boundsOut.offsetTo(boundedLeft, movementBounds.top);
} else if (shortest == fromRight) {
boundsOut.offsetTo(movementBounds.right, boundedTop);
} else {
boundsOut.offsetTo(boundedLeft, movementBounds.bottom);
}
}
/**
* @return the distance between point {@param p} and the given {@param x} and {@param y}.
*/
private float distanceToPoint(Point p, int x, int y) {
return PointF.length(p.x - x, p.y - y);
}
/**
* Calculate the snap targets for the discrete snap modes.
*/
private void calculateSnapTargets() {
mSnapGravities.clear();
switch (mSnapMode) {
case SNAP_MODE_CORNERS_AND_SIDES:
if (mOrientation == Configuration.ORIENTATION_LANDSCAPE) {
mSnapGravities.add(Gravity.TOP | Gravity.CENTER_HORIZONTAL);
mSnapGravities.add(Gravity.BOTTOM | Gravity.CENTER_HORIZONTAL);
} else {
mSnapGravities.add(Gravity.CENTER_VERTICAL | Gravity.LEFT);
mSnapGravities.add(Gravity.CENTER_VERTICAL | Gravity.RIGHT);
}
// Fall through
case SNAP_MODE_CORNERS_ONLY:
case SNAP_MODE_EDGE_MAGNET_CORNERS:
case SNAP_MODE_LONG_EDGE_MAGNET_CORNERS:
mSnapGravities.add(Gravity.TOP | Gravity.LEFT);
mSnapGravities.add(Gravity.TOP | Gravity.RIGHT);
mSnapGravities.add(Gravity.BOTTOM | Gravity.LEFT);
mSnapGravities.add(Gravity.BOTTOM | Gravity.RIGHT);
break;
default:
// Skip otherwise
break;
}
}
public void dump(PrintWriter pw, String prefix) {
final String innerPrefix = prefix + " ";
pw.println(prefix + PipSnapAlgorithm.class.getSimpleName());
pw.println(innerPrefix + "mSnapMode=" + mSnapMode);
pw.println(innerPrefix + "mOrientation=" + mOrientation);
pw.println(innerPrefix + "mMinimizedVisibleSize=" + mMinimizedVisibleSize);
pw.println(innerPrefix + "mIsMinimized=" + mIsMinimized);
}
}