Merge "fix for the cache" into gb-ub-photos-arches
diff --git a/src/com/android/gallery3d/data/MediaObject.java b/src/com/android/gallery3d/data/MediaObject.java
index 1fdf8a2..14cd524 100644
--- a/src/com/android/gallery3d/data/MediaObject.java
+++ b/src/com/android/gallery3d/data/MediaObject.java
@@ -100,7 +100,7 @@
}
public int getSupportedOperations(boolean getAll) {
- return 0;
+ return getSupportedOperations();
}
public void setSupportedOperationsListener(SupportedOperationsListener l) {
diff --git a/src/com/android/gallery3d/ui/GLRoot.java b/src/com/android/gallery3d/ui/GLRoot.java
index 1651b43..13b610b 100644
--- a/src/com/android/gallery3d/ui/GLRoot.java
+++ b/src/com/android/gallery3d/ui/GLRoot.java
@@ -16,6 +16,7 @@
package com.android.gallery3d.ui;
+import android.content.Context;
import android.graphics.Matrix;
import com.android.gallery3d.anim.CanvasAnimation;
@@ -45,4 +46,6 @@
public void freeze();
public void unfreeze();
public void setLightsOutMode(boolean enabled);
+
+ public Context getContext();
}
diff --git a/src/com/android/gallery3d/ui/PhotoView.java b/src/com/android/gallery3d/ui/PhotoView.java
index 5978159..c6bf535 100644
--- a/src/com/android/gallery3d/ui/PhotoView.java
+++ b/src/com/android/gallery3d/ui/PhotoView.java
@@ -17,6 +17,7 @@
package com.android.gallery3d.ui;
import android.content.Context;
+import android.content.res.Configuration;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Rect;
@@ -546,10 +547,20 @@
}
private int getPanoramaRotation() {
- // Panorama only support rotations of 0 and 90, so if it is greater
- // than that flip the output surface texture to compensate
- if (mDisplayRotation > 180)
+ // This function is magic
+ // The issue here is that Pano makes bad assumptions about rotation and
+ // orientation. The first is it assumes only two rotations are possible,
+ // 0 and 90. Thus, if display rotation is >= 180, we invert the output.
+ // The second is that it assumes landscape is a 90 rotation from portrait,
+ // however on landscape devices this is not true. Thus, if we are in portrait
+ // on a landscape device, we need to invert the output
+ int orientation = getGLRoot().getContext().getResources().getConfiguration().orientation;
+ boolean invertPortrait = (orientation == Configuration.ORIENTATION_PORTRAIT
+ && (mDisplayRotation == 90 || mDisplayRotation == 270));
+ boolean invert = (mDisplayRotation >= 180);
+ if (invert != invertPortrait) {
return (mCompensation + 180) % 360;
+ }
return mCompensation;
}