* commit 'b82cc0cc9b61eef0670dc7fddc53813455ca2f4d': Tweak calculation for number of columns and rows
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@@ -271,13 +271,10 @@ public class CellLayout extends ViewGroup {
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// We use this method from Workspace to figure out how many rows/columns Launcher should
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// have. We ignore the left/right padding on CellLayout because it turns out in our design
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// the padding extends outside the visible screen size, but it looked fine anyway.
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// However, we make sure there's at least enough space for the crosshairs at either
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// edge to be rendered (half the crosshair is sticking out on either side)
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int cellWidth = r.getDimensionPixelSize(R.dimen.workspace_cell_width);
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int widthGap = r.getDimensionPixelSize(R.dimen.workspace_width_gap_port);
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int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicWidth();
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return widthGap * (numCells - 1) + cellWidth * numCells + crosshairsSize;
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return widthGap * (numCells - 1) + cellWidth * numCells;
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}
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static int widthInLandscape(Resources r, int numCells) {
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@@ -311,14 +308,10 @@ public class CellLayout extends ViewGroup {
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// We use this method from Workspace to figure out how many rows/columns Launcher should
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// have. We ignore the left/right padding on CellLayout because it turns out in our design
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// the padding extends outside the visible screen size, but it looked fine anyway.
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// However, we make sure there's at least enough space for the crosshairs at the bottom
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// to be rendered (half the crosshair is sticking out); we don't worry about the top
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// crosshair since it can bleed into the action bar space
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int cellHeight = r.getDimensionPixelSize(R.dimen.workspace_cell_height);
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int heightGap = r.getDimensionPixelSize(R.dimen.workspace_height_gap_land);
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int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicHeight();
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return heightGap * (numCells - 1) + cellHeight * numCells + (crosshairsSize + 1) / 2;
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return heightGap * (numCells - 1) + cellHeight * numCells;
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}
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public void enableHardwareLayers() {
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