Normalizing app icons based on the standard icon guidelines
Bug: 18245189 Change-Id: Iaadcddbe3f966733a13b2e1fb60ba09a8b3aef9a
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/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.launcher3.util;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.drawable.Drawable;
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import com.android.launcher3.LauncherAppState;
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import java.nio.ByteBuffer;
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public class IconNormalizer {
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// Ratio of icon visible area to full icon size for a square shaped icon
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private static final float MAX_SQUARE_AREA_FACTOR = 359.0f / 576;
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// Ratio of icon visible area to full icon size for a circular shaped icon
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private static final float MAX_CIRCLE_AREA_FACTOR = 380.0f / 576;
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private static final float CIRCLE_AREA_BY_RECT = (float) Math.PI / 4;
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// Slope used to calculate icon visible area to full icon size for any generic shaped icon.
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private static final float LINEAR_SCALE_SLOPE =
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(MAX_CIRCLE_AREA_FACTOR - MAX_SQUARE_AREA_FACTOR) / (1 - CIRCLE_AREA_BY_RECT);
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private static final int MIN_VISIBLE_ALPHA = 40;
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private static final Object LOCK = new Object();
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private static IconNormalizer sIconNormalizer;
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private final int mMaxSize;
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private final Bitmap mBitmap;
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private final Canvas mCanvas;
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private final byte[] mPixels;
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// for each y, stores the position of the leftmost x and the rightmost x
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private final float[] mLeftBorder;
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private final float[] mRightBorder;
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private IconNormalizer() {
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// Use twice the icon size as maximum size to avoid scaling down twice.
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mMaxSize = LauncherAppState.getInstance().getInvariantDeviceProfile().iconBitmapSize * 2;
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mBitmap = Bitmap.createBitmap(mMaxSize, mMaxSize, Bitmap.Config.ALPHA_8);
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mCanvas = new Canvas(mBitmap);
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mPixels = new byte[mMaxSize * mMaxSize];
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mLeftBorder = new float[mMaxSize];
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mRightBorder = new float[mMaxSize];
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}
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/**
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* Returns the amount by which the {@param d} should be scaled (in both dimensions) so that it
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* matches the design guidelines for a launcher icon.
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*
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* We first calculate the convex hull of the visible portion of the icon.
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* This hull then compared with the bounding rectangle of the hull to find how closely it
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* resembles a circle and a square, by comparing the ratio of the areas. Note that this is not an
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* ideal solution but it gives satisfactory result without affecting the performance.
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*
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* This closeness is used to determine the ratio of hull area to the full icon size.
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* Refer {@link #MAX_CIRCLE_AREA_FACTOR} and {@link #MAX_SQUARE_AREA_FACTOR}
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*/
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public synchronized float getScale(Drawable d) {
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int width = d.getIntrinsicWidth();
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int height = d.getIntrinsicHeight();
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if (width <= 0 || height <= 0) {
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width = width <= 0 || width > mMaxSize ? mMaxSize : width;
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height = height <= 0 || height > mMaxSize ? mMaxSize : height;
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} else if (width > mMaxSize || height > mMaxSize) {
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int max = Math.max(width, height);
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width = mMaxSize * width / max;
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height = mMaxSize * height / max;
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}
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mBitmap.eraseColor(Color.TRANSPARENT);
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d.setBounds(0, 0, width, height);
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d.draw(mCanvas);
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ByteBuffer buffer = ByteBuffer.wrap(mPixels);
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buffer.rewind();
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mBitmap.copyPixelsToBuffer(buffer);
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// Overall bounds of the visible icon.
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int topY = -1;
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int bottomY = -1;
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int leftX = mMaxSize + 1;
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int rightX = -1;
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// Create border by going through all pixels one row at a time and for each row find
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// the first and the last non-transparent pixel. Set those values to mLeftBorder and
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// mRightBorder and use -1 if there are no visible pixel in the row.
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// buffer position
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int index = 0;
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// buffer shift after every row, width of buffer = mMaxSize
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int rowSizeDiff = mMaxSize - width;
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// first and last position for any row.
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int firstX, lastX;
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for (int y = 0; y < height; y++) {
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firstX = lastX = -1;
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for (int x = 0; x < width; x++) {
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if ((mPixels[index] & 0xFF) > MIN_VISIBLE_ALPHA) {
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if (firstX == -1) {
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firstX = x;
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}
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lastX = x;
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}
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index++;
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}
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index += rowSizeDiff;
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mLeftBorder[y] = firstX;
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mRightBorder[y] = lastX;
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// If there is at least one visible pixel, update the overall bounds.
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if (firstX != -1) {
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bottomY = y;
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if (topY == -1) {
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topY = y;
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}
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leftX = Math.min(leftX, firstX);
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rightX = Math.max(rightX, lastX);
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}
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}
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if (topY == -1 || rightX == -1) {
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// No valid pixels found. Do not scale.
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return 1;
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}
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convertToConvexArray(mLeftBorder, 1, topY, bottomY);
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convertToConvexArray(mRightBorder, -1, topY, bottomY);
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// Area of the convex hull
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float area = 0;
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for (int y = 0; y < height; y++) {
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if (mLeftBorder[y] <= -1) {
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continue;
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}
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area += mRightBorder[y] - mLeftBorder[y] + 1;
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}
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// Area of the rectangle required to fit the convex hull
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float rectArea = (bottomY + 1 - topY) * (rightX + 1 - leftX);
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float hullByRect = area / rectArea;
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float scaleRequired;
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if (hullByRect < CIRCLE_AREA_BY_RECT) {
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scaleRequired = MAX_CIRCLE_AREA_FACTOR;
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} else {
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scaleRequired = MAX_SQUARE_AREA_FACTOR + LINEAR_SCALE_SLOPE * (1 - hullByRect);
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}
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float areaScale = area / (width * height);
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// Use sqrt of the final ratio as the images is scaled across both width and height.
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float scale = areaScale > scaleRequired ? (float) Math.sqrt(scaleRequired / areaScale) : 1;
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return scale;
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}
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/**
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* Modifies {@param xCordinates} to represent a convex border. Fills in all missing values
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* (except on either ends) with appropriate values.
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* @param xCordinates map of x coordinate per y.
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* @param direction 1 for left border and -1 for right border.
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* @param topY the first Y position (inclusive) with a valid value.
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* @param bottomY the last Y position (inclusive) with a valid value.
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*/
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private static void convertToConvexArray(
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float[] xCordinates, int direction, int topY, int bottomY) {
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int total = xCordinates.length;
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// The tangent at each pixel.
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float[] angles = new float[total - 1];
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int first = topY; // First valid y coordinate
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int last = -1; // Last valid y coordinate which didn't have a missing value
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float lastAngle = Float.MAX_VALUE;
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for (int i = topY + 1; i <= bottomY; i++) {
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if (xCordinates[i] <= -1) {
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continue;
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}
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int start;
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if (lastAngle == Float.MAX_VALUE) {
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start = first;
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} else {
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float currentAngle = (xCordinates[i] - xCordinates[last]) / (i - last);
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start = last;
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// If this position creates a concave angle, keep moving up until we find a
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// position which creates a convex angle.
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if ((currentAngle - lastAngle) * direction < 0) {
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while (start > first) {
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start --;
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currentAngle = (xCordinates[i] - xCordinates[start]) / (i - start);
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if ((currentAngle - angles[start]) * direction >= 0) {
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break;
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}
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}
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}
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}
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// Reset from last check
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lastAngle = (xCordinates[i] - xCordinates[start]) / (i - start);
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// Update all the points from start.
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for (int j = start; j < i; j++) {
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angles[j] = lastAngle;
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xCordinates[j] = xCordinates[start] + lastAngle * (j - start);
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}
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last = i;
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}
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}
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public static IconNormalizer getInstance() {
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synchronized (LOCK) {
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if (sIconNormalizer == null) {
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sIconNormalizer = new IconNormalizer();
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}
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}
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return sIconNormalizer;
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}
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}
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