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