blob: c62f2f3cf6d35f93e4d21431fdf530670d334cf6 [file] [log] [blame]
/*
* Copyright 2006 The Android Open Source Project
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkRect.h"
void SkIRect::join(int32_t left, int32_t top, int32_t right, int32_t bottom) {
// do nothing if the params are empty
if (left >= right || top >= bottom) {
return;
}
// if we are empty, just assign
if (fLeft >= fRight || fTop >= fBottom) {
this->set(left, top, right, bottom);
} else {
if (left < fLeft) fLeft = left;
if (top < fTop) fTop = top;
if (right > fRight) fRight = right;
if (bottom > fBottom) fBottom = bottom;
}
}
void SkIRect::sort() {
if (fLeft > fRight) {
SkTSwap<int32_t>(fLeft, fRight);
}
if (fTop > fBottom) {
SkTSwap<int32_t>(fTop, fBottom);
}
}
/////////////////////////////////////////////////////////////////////////////
void SkRect::sort() {
if (fLeft > fRight) {
SkTSwap<SkScalar>(fLeft, fRight);
}
if (fTop > fBottom) {
SkTSwap<SkScalar>(fTop, fBottom);
}
}
void SkRect::toQuad(SkPoint quad[4]) const {
SkASSERT(quad);
quad[0].set(fLeft, fTop);
quad[1].set(fRight, fTop);
quad[2].set(fRight, fBottom);
quad[3].set(fLeft, fBottom);
}
#ifdef SK_SCALAR_IS_FLOAT
#define SkFLOATCODE(code) code
#else
#define SkFLOATCODE(code)
#endif
// For float compares (at least on x86, by removing the else from the min/max
// computation, we get MAXSS and MINSS instructions, and no branches.
// Fixed point has no such opportunity (afaik), so we leave the else in that case
#ifdef SK_SCALAR_IS_FLOAT
#define MINMAX_ELSE
#else
#define MINMAX_ELSE else
#endif
bool SkRect::setBoundsCheck(const SkPoint pts[], int count) {
SkASSERT((pts && count > 0) || count == 0);
bool isFinite = true;
if (count <= 0) {
sk_bzero(this, sizeof(SkRect));
} else {
#ifdef SK_SCALAR_SLOW_COMPARES
int32_t l, t, r, b;
l = r = SkScalarAs2sCompliment(pts[0].fX);
t = b = SkScalarAs2sCompliment(pts[0].fY);
for (int i = 1; i < count; i++) {
int32_t x = SkScalarAs2sCompliment(pts[i].fX);
int32_t y = SkScalarAs2sCompliment(pts[i].fY);
if (x < l) l = x; else if (x > r) r = x;
if (y < t) t = y; else if (y > b) b = y;
}
this->set(Sk2sComplimentAsScalar(l),
Sk2sComplimentAsScalar(t),
Sk2sComplimentAsScalar(r),
Sk2sComplimentAsScalar(b));
#else
SkScalar l, t, r, b;
l = r = pts[0].fX;
t = b = pts[0].fY;
// If all of the points are finite, accum should stay 0. If we encounter
// a NaN or infinity, then accum should become NaN.
SkFLOATCODE(float accum = 0;)
SkFLOATCODE(accum *= l; accum *= t;)
for (int i = 1; i < count; i++) {
SkScalar x = pts[i].fX;
SkScalar y = pts[i].fY;
SkFLOATCODE(accum *= x; accum *= y;)
if (x < l) l = x; MINMAX_ELSE if (x > r) r = x;
if (y < t) t = y; MINMAX_ELSE if (y > b) b = y;
}
#ifdef SK_SCALAR_IS_FLOAT
SkASSERT(!accum || !SkScalarIsFinite(accum));
if (accum) {
l = t = r = b = 0;
isFinite = false;
}
#endif
this->set(l, t, r, b);
#endif
}
return isFinite;
}
bool SkRect::intersect(SkScalar left, SkScalar top, SkScalar right,
SkScalar bottom) {
if (left < right && top < bottom && !this->isEmpty() && // check for empties
fLeft < right && left < fRight && fTop < bottom && top < fBottom)
{
if (fLeft < left) fLeft = left;
if (fTop < top) fTop = top;
if (fRight > right) fRight = right;
if (fBottom > bottom) fBottom = bottom;
return true;
}
return false;
}
bool SkRect::intersect(const SkRect& r) {
SkASSERT(&r);
return this->intersect(r.fLeft, r.fTop, r.fRight, r.fBottom);
}
bool SkRect::intersect(const SkRect& a, const SkRect& b) {
SkASSERT(&a && &b);
if (!a.isEmpty() && !b.isEmpty() &&
a.fLeft < b.fRight && b.fLeft < a.fRight &&
a.fTop < b.fBottom && b.fTop < a.fBottom) {
fLeft = SkMaxScalar(a.fLeft, b.fLeft);
fTop = SkMaxScalar(a.fTop, b.fTop);
fRight = SkMinScalar(a.fRight, b.fRight);
fBottom = SkMinScalar(a.fBottom, b.fBottom);
return true;
}
return false;
}
void SkRect::join(SkScalar left, SkScalar top, SkScalar right,
SkScalar bottom) {
// do nothing if the params are empty
if (left >= right || top >= bottom) {
return;
}
// if we are empty, just assign
if (fLeft >= fRight || fTop >= fBottom) {
this->set(left, top, right, bottom);
} else {
if (left < fLeft) fLeft = left;
if (top < fTop) fTop = top;
if (right > fRight) fRight = right;
if (bottom > fBottom) fBottom = bottom;
}
}