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 #pragma once 18 19 #include "Vertex.h" 20 21 #include <utils/Log.h> 22 23 #include <algorithm> 24 #include <cmath> 25 #include <iomanip> 26 #include <ostream> 27 #include <SkRect.h> 28 29 namespace android { 30 namespace uirenderer { 31 32 #define RECT_STRING "%5.2f %5.2f %5.2f %5.2f" 33 #define RECT_ARGS(r) \ 34 (r).left, (r).top, (r).right, (r).bottom 35 #define SK_RECT_ARGS(r) \ 36 (r).left(), (r).top(), (r).right(), (r).bottom() 37 38 /////////////////////////////////////////////////////////////////////////////// 39 // Structs 40 /////////////////////////////////////////////////////////////////////////////// 41 42 class Rect { 43 public: 44 float left; 45 float top; 46 float right; 47 float bottom; 48 49 // Used by Region 50 typedef float value_type; 51 52 // we don't provide copy-ctor and operator= on purpose 53 // because we want the compiler generated versions 54 Rect()55 inline Rect(): 56 left(0), 57 top(0), 58 right(0), 59 bottom(0) { 60 } 61 Rect(float left,float top,float right,float bottom)62 inline Rect(float left, float top, float right, float bottom): 63 left(left), 64 top(top), 65 right(right), 66 bottom(bottom) { 67 } 68 Rect(float width,float height)69 inline Rect(float width, float height): 70 left(0.0f), 71 top(0.0f), 72 right(width), 73 bottom(height) { 74 } 75 Rect(const SkRect & rect)76 inline Rect(const SkRect& rect): 77 left(rect.fLeft), 78 top(rect.fTop), 79 right(rect.fRight), 80 bottom(rect.fBottom) { 81 } 82 83 friend int operator==(const Rect& a, const Rect& b) { 84 return !memcmp(&a, &b, sizeof(a)); 85 } 86 87 friend int operator!=(const Rect& a, const Rect& b) { 88 return memcmp(&a, &b, sizeof(a)); 89 } 90 clear()91 inline void clear() { 92 left = top = right = bottom = 0.0f; 93 } 94 isEmpty()95 inline bool isEmpty() const { 96 // this is written in such way this it'll handle NANs to return 97 // true (empty) 98 return !((left < right) && (top < bottom)); 99 } 100 setEmpty()101 inline void setEmpty() { 102 left = top = right = bottom = 0.0f; 103 } 104 set(float left,float top,float right,float bottom)105 inline void set(float left, float top, float right, float bottom) { 106 this->left = left; 107 this->right = right; 108 this->top = top; 109 this->bottom = bottom; 110 } 111 set(const Rect & r)112 inline void set(const Rect& r) { 113 set(r.left, r.top, r.right, r.bottom); 114 } 115 set(const SkIRect & r)116 inline void set(const SkIRect& r) { 117 set(r.left(), r.top(), r.right(), r.bottom()); 118 } 119 getWidth()120 inline float getWidth() const { 121 return right - left; 122 } 123 getHeight()124 inline float getHeight() const { 125 return bottom - top; 126 } 127 intersects(float l,float t,float r,float b)128 bool intersects(float l, float t, float r, float b) const { 129 float tempLeft = std::max(left, l); 130 float tempTop = std::max(top, t); 131 float tempRight = std::min(right, r); 132 float tempBottom = std::min(bottom, b); 133 134 return ((tempLeft < tempRight) && (tempTop < tempBottom)); // !isEmpty 135 } 136 intersects(const Rect & r)137 bool intersects(const Rect& r) const { 138 return intersects(r.left, r.top, r.right, r.bottom); 139 } 140 141 /** 142 * This method is named 'doIntersect' instead of 'intersect' so as not to be confused with 143 * SkRect::intersect / android.graphics.Rect#intersect behavior, which do not modify the object 144 * if the intersection of the rects would be empty. 145 */ doIntersect(float l,float t,float r,float b)146 void doIntersect(float l, float t, float r, float b) { 147 left = std::max(left, l); 148 top = std::max(top, t); 149 right = std::min(right, r); 150 bottom = std::min(bottom, b); 151 } 152 doIntersect(const Rect & r)153 void doIntersect(const Rect& r) { 154 doIntersect(r.left, r.top, r.right, r.bottom); 155 } 156 contains(float l,float t,float r,float b)157 inline bool contains(float l, float t, float r, float b) const { 158 return l >= left && t >= top && r <= right && b <= bottom; 159 } 160 contains(const Rect & r)161 inline bool contains(const Rect& r) const { 162 return contains(r.left, r.top, r.right, r.bottom); 163 } 164 unionWith(const Rect & r)165 bool unionWith(const Rect& r) { 166 if (r.left < r.right && r.top < r.bottom) { 167 if (left < right && top < bottom) { 168 if (left > r.left) left = r.left; 169 if (top > r.top) top = r.top; 170 if (right < r.right) right = r.right; 171 if (bottom < r.bottom) bottom = r.bottom; 172 return true; 173 } else { 174 left = r.left; 175 top = r.top; 176 right = r.right; 177 bottom = r.bottom; 178 return true; 179 } 180 } 181 return false; 182 } 183 translate(float dx,float dy)184 void translate(float dx, float dy) { 185 left += dx; 186 right += dx; 187 top += dy; 188 bottom += dy; 189 } 190 inset(float delta)191 void inset(float delta) { 192 outset(-delta); 193 } 194 outset(float delta)195 void outset(float delta) { 196 left -= delta; 197 top -= delta; 198 right += delta; 199 bottom += delta; 200 } 201 outset(float xdelta,float ydelta)202 void outset(float xdelta, float ydelta) { 203 left -= xdelta; 204 top -= ydelta; 205 right += xdelta; 206 bottom += ydelta; 207 } 208 209 /** 210 * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding 211 * errors. 212 * 213 * This function should be used whenever estimating the damage rect of geometry already mapped 214 * into layer space. 215 */ snapGeometryToPixelBoundaries(bool snapOut)216 void snapGeometryToPixelBoundaries(bool snapOut) { 217 if (snapOut) { 218 /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have 219 * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by 220 * conservatively rounding out the bounds with floor/ceil. 221 * 222 * In order to avoid changing integer bounds with floor/ceil due to rounding errors 223 * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors 224 * from this inset will only incur similarly small errors in output, due to transparency 225 * in extreme outside of the geometry. 226 */ 227 left = floorf(left + Vertex::GeometryFudgeFactor()); 228 top = floorf(top + Vertex::GeometryFudgeFactor()); 229 right = ceilf(right - Vertex::GeometryFudgeFactor()); 230 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); 231 } else { 232 /* For other geometry, we do the regular rounding in order to snap, but also outset the 233 * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect 234 * with top left at (0.5, 0.5)) will err on the side of a larger damage rect. 235 */ 236 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); 237 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); 238 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); 239 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor()); 240 } 241 } 242 snapToPixelBoundaries()243 void snapToPixelBoundaries() { 244 left = floorf(left + 0.5f); 245 top = floorf(top + 0.5f); 246 right = floorf(right + 0.5f); 247 bottom = floorf(bottom + 0.5f); 248 } 249 roundOut()250 void roundOut() { 251 left = floorf(left); 252 top = floorf(top); 253 right = ceilf(right); 254 bottom = ceilf(bottom); 255 } 256 257 /* 258 * Similar to unionWith, except this makes the assumption that both rects are non-empty 259 * to avoid both emptiness checks. 260 */ expandToCover(const Rect & other)261 void expandToCover(const Rect& other) { 262 left = std::min(left, other.left); 263 top = std::min(top, other.top); 264 right = std::max(right, other.right); 265 bottom = std::max(bottom, other.bottom); 266 } 267 expandToCover(float x,float y)268 void expandToCover(float x, float y) { 269 left = std::min(left, x); 270 top = std::min(top, y); 271 right = std::max(right, x); 272 bottom = std::max(bottom, y); 273 } 274 toSkRect()275 SkRect toSkRect() const { 276 return SkRect::MakeLTRB(left, top, right, bottom); 277 } 278 toSkIRect()279 SkIRect toSkIRect() const { 280 return SkIRect::MakeLTRB(left, top, right, bottom); 281 } 282 283 void dump(const char* label = nullptr) const { 284 ALOGD("%s[l=%.2f t=%.2f r=%.2f b=%.2f]", label ? label : "Rect", left, top, right, bottom); 285 } 286 287 friend std::ostream& operator<<(std::ostream& os, const Rect& rect) { 288 if (rect.isEmpty()) { 289 // Print empty, but continue, since empty rects may still have useful coordinate info 290 os << "(empty)"; 291 } 292 293 if (rect.left == 0 && rect.top == 0) { 294 return os << "[" << rect.right << " x " << rect.bottom << "]"; 295 } 296 297 return os << "[" << rect.left 298 << " " << rect.top 299 << " " << rect.right 300 << " " << rect.bottom << "]"; 301 } 302 }; // class Rect 303 304 }; // namespace uirenderer 305 }; // namespace android 306 307