// We use this method from Workspace to figure out how many rows/columns Launcher should
// have. We ignore the left/right padding on CellLayout because it turns out in our design
// the padding extends outside the visible screen size, but it looked fine anyway.
- // However, we make sure there's at least enough space for the crosshairs at either
- // edge to be rendered (half the crosshair is sticking out on either side)
int cellWidth = r.getDimensionPixelSize(R.dimen.workspace_cell_width);
int widthGap = r.getDimensionPixelSize(R.dimen.workspace_width_gap_port);
- int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicWidth();
- return widthGap * (numCells - 1) + cellWidth * numCells + crosshairsSize;
+ return widthGap * (numCells - 1) + cellWidth * numCells;
}
static int heightInLandscape(Resources r, int numCells) {
// We use this method from Workspace to figure out how many rows/columns Launcher should
// have. We ignore the left/right padding on CellLayout because it turns out in our design
// the padding extends outside the visible screen size, but it looked fine anyway.
- // However, we make sure there's at least enough space for the crosshairs at the bottom
- // to be rendered (half the crosshair is sticking out); we don't worry about the top
- // crosshair since it can bleed into the action bar space
int cellHeight = r.getDimensionPixelSize(R.dimen.workspace_cell_height);
int heightGap = r.getDimensionPixelSize(R.dimen.workspace_height_gap_land);
- int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicHeight();
- return heightGap * (numCells - 1) + cellHeight * numCells + (crosshairsSize + 1) / 2;
+ return heightGap * (numCells - 1) + cellHeight * numCells;
}
private void invalidateBubbleTextView(BubbleTextView icon) {