Determine # of rows/columns based on screen size DO NOT MERGE
Change-Id: Ie45206b0a414d9e9b6b1d25e597eadb638a9ad47
diff --git a/src/com/android/launcher2/CellLayout.java b/src/com/android/launcher2/CellLayout.java
index 1111c53..d0fe595 100644
--- a/src/com/android/launcher2/CellLayout.java
+++ b/src/com/android/launcher2/CellLayout.java
@@ -269,6 +269,60 @@
addView(mChildren);
}
+ static int widthInPortrait(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_port);
+ int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicWidth();
+
+ return widthGap * (numCells - 1) + cellWidth * numCells + crosshairsSize;
+ }
+
+ 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;
+ }
+
private void invalidateBubbleTextView(BubbleTextView icon) {
final int padding = icon.getPressedOrFocusedBackgroundPadding();
invalidate(icon.getLeft() - padding,