am b82cc0cc: am 1fd2c158: am 32271c3d: Tweak calculation for number of columns and rows
* commit 'b82cc0cc9b61eef0670dc7fddc53813455ca2f4d':
Tweak calculation for number of columns and rows
diff --git a/src/com/android/launcher2/CellLayout.java b/src/com/android/launcher2/CellLayout.java
index f189cd5..154b2a0 100644
--- a/src/com/android/launcher2/CellLayout.java
+++ b/src/com/android/launcher2/CellLayout.java
@@ -271,13 +271,10 @@
// 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) {
@@ -311,14 +308,10 @@
// 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() {