Fixing a couple small issues with reordering (issue 7064138), (issue 7064337)

Change-Id: Iaaeb37f630a71f8fd54a6064602ddd10d4d4ab91
This commit is contained in:
Adam Cohen
2012-08-27 15:18:53 -07:00
parent 1dc3b9abd5
commit e0489500d2
2 changed files with 54 additions and 8 deletions
+37 -6
View File
@@ -1616,7 +1616,7 @@ public class CellLayout extends ViewGroup {
}
// This method looks in the specified direction to see if there are additional views adjacent
// to the current set of views in the. If there is, then these views are added to the current
// to the current set of views. If there are, then these views are added to the current
// set of views. This is performed iteratively, giving a cascading push behaviour.
private boolean addViewInDirection(ArrayList<View> views, Rect boundingRect, int[] direction,
boolean[][] occupied, View dragView, ItemConfiguration currentState) {
@@ -1664,7 +1664,7 @@ public class CellLayout extends ViewGroup {
(direction[1] < 0 && c.y == r0.top) ||
(direction[1] > 0 && c.y == r0.bottom - 1)) {
boolean pushed = false;
// Since the bounding rect is a course description of the region (there can
// Since the bounding rect is a coarse description of the region (there can
// be holes at the edge of the block), we need to check to verify that a solid
// piece is intersecting. This ensures that interlocking is possible.
for (int x = c.x; x < c.x + c.spanX; x++) {
@@ -1687,6 +1687,38 @@ public class CellLayout extends ViewGroup {
return found;
}
private void completeSetOfViewsToMove(ArrayList<View> views, Rect boundingRect, int[] direction,
boolean[][] occupied, View dragView, ItemConfiguration currentState) {
Rect r0 = new Rect(boundingRect);
int minRuns = 0;
// The first thing we do is to reduce the bounding rect to first or last row or column,
// depending on the direction. Then, we add any necessary views that are already contained
// by the bounding rect, but aren't in the list of intersecting views, and will be pushed
// by something already in the intersecting views.
if (direction[1] < 0) {
r0.set(r0.left, r0.bottom - 1, r0.right, r0.bottom);
} else if (direction[1] > 0) {
r0.set(r0.left, r0.top, r0.right, r0.top + 1);
} else if (direction[0] < 0) {
r0.set(r0.right - 1, r0.top, r0.right, r0.bottom);
} else if (direction[0] > 0) {
r0.set(r0.left, r0.top, r0.left + 1, r0.bottom);
}
minRuns = Math.max(Math.abs(boundingRect.width() - r0.width()),
Math.abs(boundingRect.height() - r0.height())) + 1;
// Here the first number of runs (minRuns) accounts for the the comment above, and
// further runs execute based on whether the intersecting views / bounding rect need
// to be expanded to include other views that will be pushed.
while (addViewInDirection(views, r0, direction, mTmpOccupied,
dragView, currentState) || minRuns > 0) {
minRuns--;
}
boundingRect.union(r0);
}
private boolean addViewsToTempLocation(ArrayList<View> views, Rect rectOccupiedByPotentialDrop,
int[] direction, boolean push, View dragView, ItemConfiguration currentState) {
if (views.size() == 0) return true;
@@ -1705,10 +1737,9 @@ public class CellLayout extends ViewGroup {
@SuppressWarnings("unchecked")
ArrayList<View> dup = (ArrayList<View>) views.clone();
// We try and expand the group of views in the direction vector passed, based on
// whether they are physically adjacent, ie. based on "push mechanics".
while (push && addViewInDirection(dup, boundingRect, direction, mTmpOccupied, dragView,
currentState)) {
if (push) {
completeSetOfViewsToMove(dup, boundingRect, direction, mTmpOccupied, dragView,
currentState);
}
// Mark the occupied state as false for the group of views we want to move.