1 /* 2 * Copyright (C) 2020 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package android.util; 18 19 import static android.view.Surface.ROTATION_0; 20 import static android.view.Surface.ROTATION_180; 21 import static android.view.Surface.ROTATION_270; 22 import static android.view.Surface.ROTATION_90; 23 24 import android.annotation.Dimension; 25 import android.graphics.Insets; 26 import android.graphics.Matrix; 27 import android.graphics.Point; 28 import android.graphics.PointF; 29 import android.graphics.Rect; 30 import android.view.Surface; 31 import android.view.Surface.Rotation; 32 import android.view.SurfaceControl; 33 34 /** 35 * A class containing utility methods related to rotation. 36 * 37 * @hide 38 */ 39 @android.ravenwood.annotation.RavenwoodKeepWholeClass 40 public class RotationUtils { 41 42 /** 43 * Rotates an Insets according to the given rotation. 44 */ rotateInsets(Insets insets, @Rotation int rotation)45 public static Insets rotateInsets(Insets insets, @Rotation int rotation) { 46 if (insets == null || insets == Insets.NONE) { 47 return insets; 48 } 49 Insets rotated; 50 switch (rotation) { 51 case ROTATION_0: 52 rotated = insets; 53 break; 54 case ROTATION_90: 55 rotated = Insets.of( 56 insets.top, 57 insets.right, 58 insets.bottom, 59 insets.left); 60 break; 61 case ROTATION_180: 62 rotated = Insets.of( 63 insets.right, 64 insets.bottom, 65 insets.left, 66 insets.top); 67 break; 68 case ROTATION_270: 69 rotated = Insets.of( 70 insets.bottom, 71 insets.left, 72 insets.top, 73 insets.right); 74 break; 75 default: 76 throw new IllegalArgumentException("unknown rotation: " + rotation); 77 } 78 return rotated; 79 } 80 81 /** 82 * Rotates bounds as if parentBounds and bounds are a group. The group is rotated from 83 * oldRotation to newRotation. This assumes that parentBounds is at 0,0 and remains at 0,0 after 84 * rotation. The bounds will be at the same physical position in parentBounds. 85 * 86 * Only 'inOutBounds' is mutated. 87 */ rotateBounds(Rect inOutBounds, Rect parentBounds, @Rotation int oldRotation, @Rotation int newRotation)88 public static void rotateBounds(Rect inOutBounds, Rect parentBounds, @Rotation int oldRotation, 89 @Rotation int newRotation) { 90 rotateBounds(inOutBounds, parentBounds, deltaRotation(oldRotation, newRotation)); 91 } 92 93 /** 94 * Rotates inOutBounds together with the parent for a given rotation delta. This assumes that 95 * the parent starts at 0,0 and remains at 0,0 after the rotation. The inOutBounds will remain 96 * at the same physical position within the parent. 97 * 98 * Only 'inOutBounds' is mutated. 99 */ rotateBounds(Rect inOutBounds, int parentWidth, int parentHeight, @Rotation int rotation)100 public static void rotateBounds(Rect inOutBounds, int parentWidth, int parentHeight, 101 @Rotation int rotation) { 102 final int origLeft = inOutBounds.left; 103 final int origTop = inOutBounds.top; 104 switch (rotation) { 105 case ROTATION_0: 106 return; 107 case ROTATION_90: 108 inOutBounds.left = inOutBounds.top; 109 inOutBounds.top = parentWidth - inOutBounds.right; 110 inOutBounds.right = inOutBounds.bottom; 111 inOutBounds.bottom = parentWidth - origLeft; 112 return; 113 case ROTATION_180: 114 inOutBounds.left = parentWidth - inOutBounds.right; 115 inOutBounds.right = parentWidth - origLeft; 116 inOutBounds.top = parentHeight - inOutBounds.bottom; 117 inOutBounds.bottom = parentHeight - origTop; 118 return; 119 case ROTATION_270: 120 inOutBounds.left = parentHeight - inOutBounds.bottom; 121 inOutBounds.bottom = inOutBounds.right; 122 inOutBounds.right = parentHeight - inOutBounds.top; 123 inOutBounds.top = origLeft; 124 } 125 } 126 127 /** 128 * Rotates bounds as if parentBounds and bounds are a group. The group is rotated by `delta` 129 * 90-degree counter-clockwise increments. This assumes that parentBounds is at 0,0 and 130 * remains at 0,0 after rotation. The bounds will be at the same physical position in 131 * parentBounds. 132 * 133 * Only 'inOutBounds' is mutated. 134 */ rotateBounds(Rect inOutBounds, Rect parentBounds, @Rotation int rotation)135 public static void rotateBounds(Rect inOutBounds, Rect parentBounds, @Rotation int rotation) { 136 rotateBounds(inOutBounds, parentBounds.right, parentBounds.bottom, rotation); 137 } 138 139 /** @return the rotation needed to rotate from oldRotation to newRotation. */ 140 @Rotation deltaRotation(@otation int oldRotation, @Rotation int newRotation)141 public static int deltaRotation(@Rotation int oldRotation, @Rotation int newRotation) { 142 int delta = newRotation - oldRotation; 143 if (delta < 0) delta += 4; 144 return delta; 145 } 146 147 /** 148 * Rotates a surface CCW around the origin (eg. a 90-degree rotation will result in the 149 * bottom-left being at the origin). Use {@link #rotatePoint} to transform the top-left 150 * corner appropriately. 151 */ rotateSurface(SurfaceControl.Transaction t, SurfaceControl sc, @Rotation int rotation)152 public static void rotateSurface(SurfaceControl.Transaction t, SurfaceControl sc, 153 @Rotation int rotation) { 154 // Note: the matrix values look inverted, but they aren't because our coordinate-space 155 // is actually left-handed. 156 // Note: setMatrix expects values in column-major order. 157 switch (rotation) { 158 case ROTATION_0: 159 t.setMatrix(sc, 1.f, 0.f, 0.f, 1.f); 160 break; 161 case ROTATION_90: 162 t.setMatrix(sc, 0.f, -1.f, 1.f, 0.f); 163 break; 164 case ROTATION_180: 165 t.setMatrix(sc, -1.f, 0.f, 0.f, -1.f); 166 break; 167 case ROTATION_270: 168 t.setMatrix(sc, 0.f, 1.f, -1.f, 0.f); 169 break; 170 } 171 } 172 173 /** 174 * Rotates a point CCW within a rectangle of size parentW x parentH with top/left at the 175 * origin as if the point is stuck to the rectangle. The rectangle is transformed such that 176 * it's top/left remains at the origin after the rotation. 177 */ rotatePoint(Point inOutPoint, @Rotation int rotation, int parentW, int parentH)178 public static void rotatePoint(Point inOutPoint, @Rotation int rotation, 179 int parentW, int parentH) { 180 int origX = inOutPoint.x; 181 switch (rotation) { 182 case ROTATION_0: 183 return; 184 case ROTATION_90: 185 inOutPoint.x = inOutPoint.y; 186 inOutPoint.y = parentW - origX; 187 return; 188 case ROTATION_180: 189 inOutPoint.x = parentW - inOutPoint.x; 190 inOutPoint.y = parentH - inOutPoint.y; 191 return; 192 case ROTATION_270: 193 inOutPoint.x = parentH - inOutPoint.y; 194 inOutPoint.y = origX; 195 } 196 } 197 198 /** 199 * Same as {@link #rotatePoint}, but for float coordinates. 200 */ rotatePointF(PointF inOutPoint, @Rotation int rotation, float parentW, float parentH)201 public static void rotatePointF(PointF inOutPoint, @Rotation int rotation, 202 float parentW, float parentH) { 203 float origX = inOutPoint.x; 204 switch (rotation) { 205 case ROTATION_0: 206 return; 207 case ROTATION_90: 208 inOutPoint.x = inOutPoint.y; 209 inOutPoint.y = parentW - origX; 210 return; 211 case ROTATION_180: 212 inOutPoint.x = parentW - inOutPoint.x; 213 inOutPoint.y = parentH - inOutPoint.y; 214 return; 215 case ROTATION_270: 216 inOutPoint.x = parentH - inOutPoint.y; 217 inOutPoint.y = origX; 218 } 219 } 220 221 /** 222 * Sets a matrix such that given a rotation, it transforms physical display 223 * coordinates to that rotation's logical coordinates. 224 * 225 * @param rotation the rotation to which the matrix should transform 226 * @param out the matrix to be set 227 */ transformPhysicalToLogicalCoordinates(@otation int rotation, @Dimension int physicalWidth, @Dimension int physicalHeight, Matrix out)228 public static void transformPhysicalToLogicalCoordinates(@Rotation int rotation, 229 @Dimension int physicalWidth, @Dimension int physicalHeight, Matrix out) { 230 switch (rotation) { 231 case ROTATION_0: 232 out.reset(); 233 break; 234 case ROTATION_90: 235 out.setRotate(270); 236 out.postTranslate(0, physicalWidth); 237 break; 238 case ROTATION_180: 239 out.setRotate(180); 240 out.postTranslate(physicalWidth, physicalHeight); 241 break; 242 case ROTATION_270: 243 out.setRotate(90); 244 out.postTranslate(physicalHeight, 0); 245 break; 246 default: 247 throw new IllegalArgumentException("Unknown rotation: " + rotation); 248 } 249 } 250 251 /** 252 * Reverses the rotation direction around the Z axis. Note that this method assumes all 253 * rotations are relative to {@link Surface.ROTATION_0}. 254 * 255 * @param rotation the original rotation. 256 * @return the new rotation that should be applied. 257 */ 258 @Surface.Rotation reverseRotationDirectionAroundZAxis(@urface.Rotation int rotation)259 public static int reverseRotationDirectionAroundZAxis(@Surface.Rotation int rotation) { 260 // Flipping 270 and 90 has the same effect as changing the direction which rotation is 261 // applied. 262 if (rotation == Surface.ROTATION_90) { 263 rotation = Surface.ROTATION_270; 264 } else if (rotation == Surface.ROTATION_270) { 265 rotation = Surface.ROTATION_90; 266 } 267 return rotation; 268 } 269 } 270