1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef ANDROID_HWUI_RECT_H
18 #define ANDROID_HWUI_RECT_H
19 
20 #include <cmath>
21 #include <algorithm>
22 #include <SkRect.h>
23 
24 #include <utils/Log.h>
25 
26 #include "Vertex.h"
27 
28 namespace android {
29 namespace uirenderer {
30 
31 #define RECT_STRING "%5.2f %5.2f %5.2f %5.2f"
32 #define RECT_ARGS(r) \
33     (r).left, (r).top, (r).right, (r).bottom
34 #define SK_RECT_ARGS(r) \
35     (r).left(), (r).top(), (r).right(), (r).bottom()
36 
37 ///////////////////////////////////////////////////////////////////////////////
38 // Structs
39 ///////////////////////////////////////////////////////////////////////////////
40 
41 class Rect {
42 public:
43     float left;
44     float top;
45     float right;
46     float bottom;
47 
48     // Used by Region
49     typedef float value_type;
50 
51     // we don't provide copy-ctor and operator= on purpose
52     // because we want the compiler generated versions
53 
Rect()54     inline Rect():
55             left(0),
56             top(0),
57             right(0),
58             bottom(0) {
59     }
60 
Rect(float left,float top,float right,float bottom)61     inline Rect(float left, float top, float right, float bottom):
62             left(left),
63             top(top),
64             right(right),
65             bottom(bottom) {
66     }
67 
Rect(float width,float height)68     inline Rect(float width, float height):
69             left(0.0f),
70             top(0.0f),
71             right(width),
72             bottom(height) {
73     }
74 
Rect(const SkRect & rect)75     inline Rect(const SkRect& rect):
76             left(rect.fLeft),
77             top(rect.fTop),
78             right(rect.fRight),
79             bottom(rect.fBottom) {
80     }
81 
82     friend int operator==(const Rect& a, const Rect& b) {
83         return !memcmp(&a, &b, sizeof(a));
84     }
85 
86     friend int operator!=(const Rect& a, const Rect& b) {
87         return memcmp(&a, &b, sizeof(a));
88     }
89 
clear()90     inline void clear() {
91         left = top = right = bottom = 0.0f;
92     }
93 
isEmpty()94     inline bool isEmpty() const {
95         // this is written in such way this it'll handle NANs to return
96         // true (empty)
97         return !((left < right) && (top < bottom));
98     }
99 
setEmpty()100     inline void setEmpty() {
101         left = top = right = bottom = 0.0f;
102     }
103 
set(float left,float top,float right,float bottom)104     inline void set(float left, float top, float right, float bottom) {
105         this->left = left;
106         this->right = right;
107         this->top = top;
108         this->bottom = bottom;
109     }
110 
set(const Rect & r)111     inline void set(const Rect& r) {
112         set(r.left, r.top, r.right, r.bottom);
113     }
114 
set(const SkIRect & r)115     inline void set(const SkIRect& r) {
116         set(r.left(), r.top(), r.right(), r.bottom());
117     }
118 
getWidth()119     inline float getWidth() const {
120         return right - left;
121     }
122 
getHeight()123     inline float getHeight() const {
124         return bottom - top;
125     }
126 
intersects(float l,float t,float r,float b)127     bool intersects(float l, float t, float r, float b) const {
128         return !intersectWith(l, t, r, b).isEmpty();
129     }
130 
intersects(const Rect & r)131     bool intersects(const Rect& r) const {
132         return intersects(r.left, r.top, r.right, r.bottom);
133     }
134 
intersect(float l,float t,float r,float b)135     bool intersect(float l, float t, float r, float b) {
136         Rect tmp(l, t, r, b);
137         intersectWith(tmp);
138         if (!tmp.isEmpty()) {
139             set(tmp);
140             return true;
141         }
142         return false;
143     }
144 
intersect(const Rect & r)145     bool intersect(const Rect& r) {
146         return intersect(r.left, r.top, r.right, r.bottom);
147     }
148 
contains(float l,float t,float r,float b)149     inline bool contains(float l, float t, float r, float b) const {
150         return l >= left && t >= top && r <= right && b <= bottom;
151     }
152 
contains(const Rect & r)153     inline bool contains(const Rect& r) const {
154         return contains(r.left, r.top, r.right, r.bottom);
155     }
156 
unionWith(const Rect & r)157     bool unionWith(const Rect& r) {
158         if (r.left < r.right && r.top < r.bottom) {
159             if (left < right && top < bottom) {
160                 if (left > r.left) left = r.left;
161                 if (top > r.top) top = r.top;
162                 if (right < r.right) right = r.right;
163                 if (bottom < r.bottom) bottom = r.bottom;
164                 return true;
165             } else {
166                 left = r.left;
167                 top = r.top;
168                 right = r.right;
169                 bottom = r.bottom;
170                 return true;
171             }
172         }
173         return false;
174     }
175 
translate(float dx,float dy)176     void translate(float dx, float dy) {
177         left += dx;
178         right += dx;
179         top += dy;
180         bottom += dy;
181     }
182 
inset(float delta)183     void inset(float delta) {
184         outset(-delta);
185     }
186 
outset(float delta)187     void outset(float delta) {
188         left -= delta;
189         top -= delta;
190         right += delta;
191         bottom += delta;
192     }
193 
outset(float xdelta,float ydelta)194     void outset(float xdelta, float ydelta) {
195         left -= xdelta;
196         top -= ydelta;
197         right += xdelta;
198         bottom += ydelta;
199     }
200 
201     /**
202      * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding
203      * errors.
204      *
205      * This function should be used whenever estimating the damage rect of geometry already mapped
206      * into layer space.
207      */
snapGeometryToPixelBoundaries(bool snapOut)208     void snapGeometryToPixelBoundaries(bool snapOut) {
209         if (snapOut) {
210             /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have
211              * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by
212              * conservatively rounding out the bounds with floor/ceil.
213              *
214              * In order to avoid changing integer bounds with floor/ceil due to rounding errors
215              * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors
216              * from this inset will only incur similarly small errors in output, due to transparency
217              * in extreme outside of the geometry.
218              */
219             left = floorf(left + Vertex::GeometryFudgeFactor());
220             top = floorf(top + Vertex::GeometryFudgeFactor());
221             right = ceilf(right - Vertex::GeometryFudgeFactor());
222             bottom = ceilf(bottom - Vertex::GeometryFudgeFactor());
223         } else {
224             /* For other geometry, we do the regular rounding in order to snap, but also outset the
225              * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect
226              * with top left at (0.5, 0.5)) will err on the side of a larger damage rect.
227              */
228             left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor());
229             top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor());
230             right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor());
231             bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor());
232         }
233     }
234 
snapToPixelBoundaries()235     void snapToPixelBoundaries() {
236         left = floorf(left + 0.5f);
237         top = floorf(top + 0.5f);
238         right = floorf(right + 0.5f);
239         bottom = floorf(bottom + 0.5f);
240     }
241 
roundOut()242     void roundOut() {
243         left = floorf(left);
244         top = floorf(top);
245         right = ceilf(right);
246         bottom = ceilf(bottom);
247     }
248 
expandToCoverVertex(float x,float y)249     void expandToCoverVertex(float x, float y) {
250         left = std::min(left, x);
251         top = std::min(top, y);
252         right = std::max(right, x);
253         bottom = std::max(bottom, y);
254     }
255 
expandToCoverRect(float otherLeft,float otherTop,float otherRight,float otherBottom)256     void expandToCoverRect(float otherLeft, float otherTop, float otherRight, float otherBottom) {
257         left = std::min(left, otherLeft);
258         top = std::min(top, otherTop);
259         right = std::max(right, otherRight);
260         bottom = std::max(bottom, otherBottom);
261     }
262 
toSkRect()263     SkRect toSkRect() const {
264         return SkRect::MakeLTRB(left, top, right, bottom);
265     }
266 
toSkIRect()267     SkIRect toSkIRect() const {
268         return SkIRect::MakeLTRB(left, top, right, bottom);
269     }
270 
271     void dump(const char* label = nullptr) const {
272         ALOGD("%s[l=%f t=%f r=%f b=%f]", label ? label : "Rect", left, top, right, bottom);
273     }
274 
275 private:
intersectWith(Rect & tmp)276     void intersectWith(Rect& tmp) const {
277         tmp.left = std::max(left, tmp.left);
278         tmp.top = std::max(top, tmp.top);
279         tmp.right = std::min(right, tmp.right);
280         tmp.bottom = std::min(bottom, tmp.bottom);
281     }
282 
intersectWith(float l,float t,float r,float b)283     Rect intersectWith(float l, float t, float r, float b) const {
284         Rect tmp;
285         tmp.left = std::max(left, l);
286         tmp.top = std::max(top, t);
287         tmp.right = std::min(right, r);
288         tmp.bottom = std::min(bottom, b);
289         return tmp;
290     }
291 
292 }; // class Rect
293 
294 }; // namespace uirenderer
295 }; // namespace android
296 
297 #endif // ANDROID_HWUI_RECT_H
298