protected void applyTransformation(float interpolatedTime, Transformation t) { View view = mView.get(); if (view != null) { t.setAlpha(mAlpha); transformMatrix(t.getMatrix(), view); } }
private void computeRect(final RectF r, View view) { // compute current rectangle according to matrix transformation final float w = view.getWidth(); final float h = view.getHeight(); // use a rectangle at 0,0 to make sure we don't run into issues with scaling r.set(0, 0, w, h); final Matrix m = mTempMatrix; m.reset(); transformMatrix(m, view); mTempMatrix.mapRect(r); r.offset(view.getLeft(), view.getTop()); // Straighten coords if rotations flipped them if (r.right < r.left) { final float f = r.right; r.right = r.left; r.left = f; } if (r.bottom < r.top) { final float f = r.top; r.top = r.bottom; r.bottom = f; } }