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