package com.android.gallery3d.ui;
+import android.content.Context;
import android.graphics.Matrix;
import com.android.gallery3d.anim.CanvasAnimation;
public void freeze();
public void unfreeze();
public void setLightsOutMode(boolean enabled);
+
+ public Context getContext();
}
package com.android.gallery3d.ui;
import android.content.Context;
+import android.content.res.Configuration;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Rect;
}
private int getPanoramaRotation() {
- // Panorama only support rotations of 0 and 90, so if it is greater
- // than that flip the output surface texture to compensate
- if (mDisplayRotation > 180)
+ // This function is magic
+ // The issue here is that Pano makes bad assumptions about rotation and
+ // orientation. The first is it assumes only two rotations are possible,
+ // 0 and 90. Thus, if display rotation is >= 180, we invert the output.
+ // The second is that it assumes landscape is a 90 rotation from portrait,
+ // however on landscape devices this is not true. Thus, if we are in portrait
+ // on a landscape device, we need to invert the output
+ int orientation = getGLRoot().getContext().getResources().getConfiguration().orientation;
+ boolean invertPortrait = (orientation == Configuration.ORIENTATION_PORTRAIT
+ && (mDisplayRotation == 90 || mDisplayRotation == 270));
+ boolean invert = (mDisplayRotation >= 180);
+ if (invert != invertPortrait) {
return (mCompensation + 180) % 360;
+ }
return mCompensation;
}