// 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 widthInLandscape(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 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_land);
+ int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicWidth();
+
+ return widthGap * (numCells - 1) + cellWidth * numCells + crosshairsSize;
+ }
+
+ static int heightInPortrait(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_port);
+ int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicHeight();
+
+ return heightGap * (numCells - 1) + cellHeight * numCells + (crosshairsSize + 1) / 2;
+ }
+
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;
}
+ public void enableHardwareLayers() {
+ mChildren.enableHardwareLayers();
+ }
+
+ public void setGridSize(int x, int y) {
+ mCountX = x;
+ mCountY = y;
+ mOccupied = new boolean[mCountX][mCountY];
+ }
+
private void invalidateBubbleTextView(BubbleTextView icon) {
final int padding = icon.getPressedOrFocusedBackgroundPadding();
- invalidate(icon.getLeft() - padding,
- icon.getTop() - padding,
- icon.getRight() + padding,
- icon.getBottom() + padding);
+ invalidate(icon.getLeft() + getLeftPadding() - padding,
+ icon.getTop() + getTopPadding() - padding,
+ icon.getRight() + getLeftPadding() + padding,
+ icon.getBottom() + getTopPadding() + padding);
}
void setPressedOrFocusedIcon(BubbleTextView icon) {