/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.view;
import android.graphics.Rect;
/**
* Standard constants and tools for placing an object within a potentially
* larger container.
*/
public class Gravity
{
/** Constant indicating that no gravity has been set **/
public static final int NO_GRAVITY = 0x0000;
/** Raw bit indicating the gravity for an axis has been specified. */
public static final int AXIS_SPECIFIED = 0x0001;
/** Raw bit controlling how the left/top edge is placed. */
public static final int AXIS_PULL_BEFORE = 0x0002;
/** Raw bit controlling how the right/bottom edge is placed. */
public static final int AXIS_PULL_AFTER = 0x0004;
/** Raw bit controlling whether the right/bottom edge is clipped to its
* container, based on the gravity direction being applied. */
public static final int AXIS_CLIP = 0x0008;
/** Bits defining the horizontal axis. */
public static final int AXIS_X_SHIFT = 0;
/** Bits defining the vertical axis. */
public static final int AXIS_Y_SHIFT = 4;
/** Push object to the top of its container, not changing its size. */
public static final int TOP = (AXIS_PULL_BEFORE|AXIS_SPECIFIED)<<AXIS_Y_SHIFT;
/** Push object to the bottom of its container, not changing its size. */
public static final int BOTTOM = (AXIS_PULL_AFTER|AXIS_SPECIFIED)<<AXIS_Y_SHIFT;
/** Push object to the left of its container, not changing its size. */
public static final int LEFT = (AXIS_PULL_BEFORE|AXIS_SPECIFIED)<<AXIS_X_SHIFT;
/** Push object to the right of its container, not changing its size. */
public static final int RIGHT = (AXIS_PULL_AFTER|AXIS_SPECIFIED)<<AXIS_X_SHIFT;
/** Place object in the vertical center of its container, not changing its
* size. */
public static final int CENTER_VERTICAL = AXIS_SPECIFIED<<AXIS_Y_SHIFT;
/** Grow the vertical size of the object if needed so it completely fills
* its container. */
public static final int FILL_VERTICAL = TOP|BOTTOM;
/** Place object in the horizontal center of its container, not changing its
* size. */
public static final int CENTER_HORIZONTAL = AXIS_SPECIFIED<<AXIS_X_SHIFT;
/** Grow the horizontal size of the object if needed so it completely fills
* its container. */
public static final int FILL_HORIZONTAL = LEFT|RIGHT;
/** Place the object in the center of its container in both the vertical
* and horizontal axis, not changing its size. */
public static final int CENTER = CENTER_VERTICAL|CENTER_HORIZONTAL;
/** Grow the horizontal and vertical size of the object if needed so it
* completely fills its container. */
public static final int FILL = FILL_VERTICAL|FILL_HORIZONTAL;
/** Flag to clip the edges of the object to its container along the
* vertical axis. */
public static final int CLIP_VERTICAL = AXIS_CLIP<<AXIS_Y_SHIFT;
/** Flag to clip the edges of the object to its container along the
* horizontal axis. */
public static final int CLIP_HORIZONTAL = AXIS_CLIP<<AXIS_X_SHIFT;
/** Raw bit controlling whether the layout direction is relative or not (START/END instead of
* absolute LEFT/RIGHT).
*/
public static final int RELATIVE_LAYOUT_DIRECTION = 0x00800000;
/**
* Binary mask to get the absolute horizontal gravity of a gravity.
*/
public static final int HORIZONTAL_GRAVITY_MASK = (AXIS_SPECIFIED |
AXIS_PULL_BEFORE | AXIS_PULL_AFTER) << AXIS_X_SHIFT;
/**
* Binary mask to get the vertical gravity of a gravity.
*/
public static final int VERTICAL_GRAVITY_MASK = (AXIS_SPECIFIED |
AXIS_PULL_BEFORE | AXIS_PULL_AFTER) << AXIS_Y_SHIFT;
/** Special constant to enable clipping to an overall display along the
* vertical dimension. This is not applied by default by
* {@link #apply(int, int, int, Rect, int, int, Rect)}; you must do so
* yourself by calling {@link #applyDisplay}.
*/
public static final int DISPLAY_CLIP_VERTICAL = 0x10000000;
/** Special constant to enable clipping to an overall display along the
* horizontal dimension. This is not applied by default by
* {@link #apply(int, int, int, Rect, int, int, Rect)}; you must do so
* yourself by calling {@link #applyDisplay}.
*/
public static final int DISPLAY_CLIP_HORIZONTAL = 0x01000000;
/** Push object to x-axis position at the start of its container, not changing its size. */
public static final int START = RELATIVE_LAYOUT_DIRECTION | LEFT;
/** Push object to x-axis position at the end of its container, not changing its size. */
public static final int END = RELATIVE_LAYOUT_DIRECTION | RIGHT;
/**
* Binary mask for the horizontal gravity and script specific direction bit.
*/
public static final int RELATIVE_HORIZONTAL_GRAVITY_MASK = START | END;
/**
* Apply a gravity constant to an object. This supposes that the layout direction is LTR.
*
* @param gravity The desired placement of the object, as defined by the
* constants in this class.
* @param w The horizontal size of the object.
* @param h The vertical size of the object.
* @param container The frame of the containing space, in which the object
* will be placed. Should be large enough to contain the
* width and height of the object.
* @param outRect Receives the computed frame of the object in its
* container.
*/
public static void apply(int gravity, int w, int h, Rect container, Rect outRect) {
apply(gravity, w, h, container, 0, 0, outRect);
}
/**
* Apply a gravity constant to an object and take care if layout direction is RTL or not.
*
* @param gravity The desired placement of the object, as defined by the
* constants in this class.
* @param w The horizontal size of the object.
* @param h The vertical size of the object.
* @param container The frame of the containing space, in which the object
* will be placed. Should be large enough to contain the
* width and height of the object.
* @param outRect Receives the computed frame of the object in its
* container.
* @param layoutDirection The layout direction.
*
* @see View#LAYOUT_DIRECTION_LTR
* @see View#LAYOUT_DIRECTION_RTL
*/
public static void apply(int gravity, int w, int h, Rect container,
Rect outRect, int layoutDirection) {
int absGravity = getAbsoluteGravity(gravity, layoutDirection);
apply(absGravity, w, h, container, 0, 0, outRect);
}
/**
* Apply a gravity constant to an object.
*
* @param gravity The desired placement of the object, as defined by the
* constants in this class.
* @param w The horizontal size of the object.
* @param h The vertical size of the object.
* @param container The frame of the containing space, in which the object
* will be placed. Should be large enough to contain the
* width and height of the object.
* @param xAdj Offset to apply to the X axis. If gravity is LEFT this
* pushes it to the right; if gravity is RIGHT it pushes it to
* the left; if gravity is CENTER_HORIZONTAL it pushes it to the
* right or left; otherwise it is ignored.
* @param yAdj Offset to apply to the Y axis. If gravity is TOP this pushes
* it down; if gravity is BOTTOM it pushes it up; if gravity is
* CENTER_VERTICAL it pushes it down or up; otherwise it is
* ignored.
* @param outRect Receives the computed frame of the object in its
* container.
*/
public static void apply(int gravity, int w, int h, Rect container,
int xAdj, int yAdj, Rect outRect) {
switch (gravity&((AXIS_PULL_BEFORE|AXIS_PULL_AFTER)<<AXIS_X_SHIFT)) {
case 0:
outRect.left = container.left
+ ((container.right - container.left - w)/2) + xAdj;
outRect.right = outRect.left + w;
if ((gravity&(AXIS_CLIP<<AXIS_X_SHIFT))
== (AXIS_CLIP<<AXIS_X_SHIFT)) {
if (outRect.left < container.left) {
outRect.left = container.left;
}
if (outRect.right > container.right) {
outRect.right = container.right;
}
}
break;
case AXIS_PULL_BEFORE<<AXIS_X_SHIFT:
outRect.left = container.left + xAdj;
outRect.right = outRect.left + w;
if ((gravity&(AXIS_CLIP<<AXIS_X_SHIFT))
== (AXIS_CLIP<<AXIS_X_SHIFT)) {
if (outRect.right > container.right) {
outRect.right = container.right;
}
}
break;
case AXIS_PULL_AFTER<<AXIS_X_SHIFT:
outRect.right = container.right - xAdj;
outRect.left = outRect.right - w;
if ((gravity&(AXIS_CLIP<<AXIS_X_SHIFT))
== (AXIS_CLIP<<AXIS_X_SHIFT)) {
if (outRect.left < container.left) {
outRect.left = container.left;
}
}
break;
default:
outRect.left = container.left + xAdj;
outRect.right = container.right + xAdj;
break;
}
switch (gravity&((AXIS_PULL_BEFORE|AXIS_PULL_AFTER)<<AXIS_Y_SHIFT)) {
case 0:
outRect.top = container.top
+ ((container.bottom - container.top - h)/2) + yAdj;
outRect.bottom = outRect.top + h;
if ((gravity&(AXIS_CLIP<<AXIS_Y_SHIFT))
== (AXIS_CLIP<<AXIS_Y_SHIFT)) {
if (outRect.top < container.top) {
outRect.top = container.top;
}
if (outRect.bottom > container.bottom) {
outRect.bottom = container.bottom;
}
}
break;
case AXIS_PULL_BEFORE<<AXIS_Y_SHIFT:
outRect.top = container.top + yAdj;
outRect.bottom = outRect.top + h;
if ((gravity&(AXIS_CLIP<<AXIS_Y_SHIFT))
== (AXIS_CLIP<<AXIS_Y_SHIFT)) {
if (outRect.bottom > container.bottom) {
outRect.bottom = container.bottom;
}
}
break;
case AXIS_PULL_AFTER<<AXIS_Y_SHIFT:
outRect.bottom = container.bottom - yAdj;
outRect.top = outRect.bottom - h;
if ((gravity&(AXIS_CLIP<<AXIS_Y_SHIFT))
== (AXIS_CLIP<<AXIS_Y_SHIFT)) {
if (outRect.top < container.top) {
outRect.top = container.top;
}
}
break;
default:
outRect.top = container.top + yAdj;
outRect.bottom = container.bottom + yAdj;
break;
}
}
/**
* Apply a gravity constant to an object.
*
* @param gravity The desired placement of the object, as defined by the
* constants in this class.
* @param w The horizontal size of the object.
* @param h The vertical size of the object.
* @param container The frame of the containing space, in which the object
* will be placed. Should be large enough to contain the
* width and height of the object.
* @param xAdj Offset to apply to the X axis. If gravity is LEFT this
* pushes it to the right; if gravity is RIGHT it pushes it to
* the left; if gravity is CENTER_HORIZONTAL it pushes it to the
* right or left; otherwise it is ignored.
* @param yAdj Offset to apply to the Y axis. If gravity is TOP this pushes
* it down; if gravity is BOTTOM it pushes it up; if gravity is
* CENTER_VERTICAL it pushes it down or up; otherwise it is
* ignored.
* @param outRect Receives the computed frame of the object in its
* container.
* @param layoutDirection The layout direction.
*
* @see View#LAYOUT_DIRECTION_LTR
* @see View#LAYOUT_DIRECTION_RTL
*/
public static void apply(int gravity, int w, int h, Rect container,
int xAdj, int yAdj, Rect outRect, int layoutDirection) {
int absGravity = getAbsoluteGravity(gravity, layoutDirection);
apply(absGravity, w, h, container, xAdj, yAdj, outRect);
}
/**
* Apply additional gravity behavior based on the overall "display" that an
* object exists in. This can be used after
* {@link #apply(int, int, int, Rect, int, int, Rect)} to place the object
* within a visible display. By default this moves or clips the object
* to be visible in the display; the gravity flags
* {@link #DISPLAY_CLIP_HORIZONTAL} and {@link #DISPLAY_CLIP_VERTICAL}
* can be used to change this behavior.
*
* @param gravity Gravity constants to modify the placement within the
* display.
* @param display The rectangle of the display in which the object is
* being placed.
* @param inoutObj Supplies the current object position; returns with it
* modified if needed to fit in the display.
*/
public static void applyDisplay(int gravity, Rect display, Rect inoutObj) {
if ((gravity&DISPLAY_CLIP_VERTICAL) != 0) {
if (inoutObj.top < display.top) inoutObj.top = display.top;
if (inoutObj.bottom > display.bottom) inoutObj.bottom = display.bottom;
} else {
int off = 0;
if (inoutObj.top < display.top) off = display.top-inoutObj.top;
else if (inoutObj.bottom > display.bottom) off = display.bottom-inoutObj.bottom;
if (off != 0) {
if (inoutObj.height() > (display.bottom-display.top)) {
inoutObj.top = display.top;
inoutObj.bottom = display.bottom;
} else {
inoutObj.top += off;
inoutObj.bottom += off;
}
}
}
if ((gravity&DISPLAY_CLIP_HORIZONTAL) != 0) {
if (inoutObj.left < display.left) inoutObj.left = display.left;
if (inoutObj.right > display.right) inoutObj.right = display.right;
} else {
int off = 0;
if (inoutObj.left < display.left) off = display.left-inoutObj.left;
else if (inoutObj.right > display.right) off = display.right-inoutObj.right;
if (off != 0) {
if (inoutObj.width() > (display.right-display.left)) {
inoutObj.left = display.left;
inoutObj.right = display.right;
} else {
inoutObj.left += off;
inoutObj.right += off;
}
}
}
}
/**
* Apply additional gravity behavior based on the overall "display" that an
* object exists in. This can be used after
* {@link #apply(int, int, int, Rect, int, int, Rect)} to place the object
* within a visible display. By default this moves or clips the object
* to be visible in the display; the gravity flags
* {@link #DISPLAY_CLIP_HORIZONTAL} and {@link #DISPLAY_CLIP_VERTICAL}
* can be used to change this behavior.
*
* @param gravity Gravity constants to modify the placement within the
* display.
* @param display The rectangle of the display in which the object is
* being placed.
* @param inoutObj Supplies the current object position; returns with it
* modified if needed to fit in the display.
* @param layoutDirection The layout direction.
*
* @see View#LAYOUT_DIRECTION_LTR
* @see View#LAYOUT_DIRECTION_RTL
*/
public static void applyDisplay(int gravity, Rect display, Rect inoutObj, int layoutDirection) {
int absGravity = getAbsoluteGravity(gravity, layoutDirection);
applyDisplay(absGravity, display, inoutObj);
}
/**
* <p>Indicate whether the supplied gravity has a vertical pull.</p>
*
* @param gravity the gravity to check for vertical pull
* @return true if the supplied gravity has a vertical pull
*/
public static boolean isVertical(int gravity) {
return gravity > 0 && (gravity & VERTICAL_GRAVITY_MASK) != 0;
}
/**
* <p>Indicate whether the supplied gravity has an horizontal pull.</p>
*
* @param gravity the gravity to check for horizontal pull
* @return true if the supplied gravity has an horizontal pull
*/
public static boolean isHorizontal(int gravity) {
return gravity > 0 && (gravity & RELATIVE_HORIZONTAL_GRAVITY_MASK) != 0;
}
/**
* <p>Convert script specific gravity to absolute horizontal value.</p>
*
* if horizontal direction is LTR, then START will set LEFT and END will set RIGHT.
* if horizontal direction is RTL, then START will set RIGHT and END will set LEFT.
*
*
* @param gravity The gravity to convert to absolute (horizontal) values.
* @param layoutDirection The layout direction.
* @return gravity converted to absolute (horizontal) values.
*/
public static int getAbsoluteGravity(int gravity, int layoutDirection) {
int result = gravity;
// If layout is script specific and gravity is horizontal relative (START or END)
if ((result & RELATIVE_LAYOUT_DIRECTION) > 0) {
if ((result & Gravity.START) == Gravity.START) {
// Remove the START bit
result &= ~START;
if (layoutDirection == View.LAYOUT_DIRECTION_RTL) {
// Set the RIGHT bit
result |= RIGHT;
} else {
// Set the LEFT bit
result |= LEFT;
}
} else if ((result & Gravity.END) == Gravity.END) {
// Remove the END bit
result &= ~END;
if (layoutDirection == View.LAYOUT_DIRECTION_RTL) {
// Set the LEFT bit
result |= LEFT;
} else {
// Set the RIGHT bit
result |= RIGHT;
}
}
// Don't need the script specific bit any more, so remove it as we are converting to
// absolute values (LEFT or RIGHT)
result &= ~RELATIVE_LAYOUT_DIRECTION;
}
return result;
}
}