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-rw-r--r--src/com/android/launcher2/CellLayout.java27
1 files changed, 0 insertions, 27 deletions
diff --git a/src/com/android/launcher2/CellLayout.java b/src/com/android/launcher2/CellLayout.java
index f189cd58e..56d6a99df 100644
--- a/src/com/android/launcher2/CellLayout.java
+++ b/src/com/android/launcher2/CellLayout.java
@@ -280,33 +280,6 @@ public class CellLayout extends ViewGroup {
return widthGap * (numCells - 1) + cellWidth * numCells + crosshairsSize;
}
- static int widthInLandscape(Resources r, int numCells) {
- // We use this method from Workspace to figure out how many rows/columns Launcher should
- // have. We ignore the left/right padding on CellLayout because it turns out in our design
- // the padding extends outside the visible screen size, but it looked fine anyway.
- // However, we make sure there's at least enough space for the crosshairs at either
- // edge to be rendered (half the crosshair is sticking out on either side)
- int cellWidth = r.getDimensionPixelSize(R.dimen.workspace_cell_width);
- int widthGap = r.getDimensionPixelSize(R.dimen.workspace_width_gap_land);
- int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicWidth();
-
- return widthGap * (numCells - 1) + cellWidth * numCells + crosshairsSize;
- }
-
- static int heightInPortrait(Resources r, int numCells) {
- // We use this method from Workspace to figure out how many rows/columns Launcher should
- // have. We ignore the left/right padding on CellLayout because it turns out in our design
- // the padding extends outside the visible screen size, but it looked fine anyway.
- // However, we make sure there's at least enough space for the crosshairs at the bottom
- // to be rendered (half the crosshair is sticking out); we don't worry about the top
- // crosshair since it can bleed into the action bar space
- int cellHeight = r.getDimensionPixelSize(R.dimen.workspace_cell_height);
- int heightGap = r.getDimensionPixelSize(R.dimen.workspace_height_gap_port);
- int crosshairsSize = r.getDrawable(R.drawable.gardening_crosshairs).getIntrinsicHeight();
-
- return heightGap * (numCells - 1) + cellHeight * numCells + (crosshairsSize + 1) / 2;
- }
-
static int heightInLandscape(Resources r, int numCells) {
// We use this method from Workspace to figure out how many rows/columns Launcher should
// have. We ignore the left/right padding on CellLayout because it turns out in our design