|  | /* | 
|  | * Copyright (C) 2010 The Android Open Source Project | 
|  | * | 
|  | * Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | * you may not use this file except in compliance with the License. | 
|  | * You may obtain a copy of the License at | 
|  | * | 
|  | *      http://www.apache.org/licenses/LICENSE-2.0 | 
|  | * | 
|  | * Unless required by applicable law or agreed to in writing, software | 
|  | * distributed under the License is distributed on an "AS IS" BASIS, | 
|  | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | * See the License for the specific language governing permissions and | 
|  | * limitations under the License. | 
|  | */ | 
|  |  | 
|  | #ifndef ANDROID_HWUI_RECT_H | 
|  | #define ANDROID_HWUI_RECT_H | 
|  |  | 
|  | #include <cmath> | 
|  | #include <SkRect.h> | 
|  |  | 
|  | #include <utils/Log.h> | 
|  |  | 
|  | #include "Vertex.h" | 
|  |  | 
|  | namespace android { | 
|  | namespace uirenderer { | 
|  |  | 
|  | #define RECT_STRING "%5.2f %5.2f %5.2f %5.2f" | 
|  | #define RECT_ARGS(r) \ | 
|  | (r).left, (r).top, (r).right, (r).bottom | 
|  | #define SK_RECT_ARGS(r) \ | 
|  | (r).left(), (r).top(), (r).right(), (r).bottom() | 
|  |  | 
|  | /////////////////////////////////////////////////////////////////////////////// | 
|  | // Structs | 
|  | /////////////////////////////////////////////////////////////////////////////// | 
|  |  | 
|  | class Rect { | 
|  | public: | 
|  | float left; | 
|  | float top; | 
|  | float right; | 
|  | float bottom; | 
|  |  | 
|  | // Used by Region | 
|  | typedef float value_type; | 
|  |  | 
|  | // we don't provide copy-ctor and operator= on purpose | 
|  | // because we want the compiler generated versions | 
|  |  | 
|  | inline Rect(): | 
|  | left(0), | 
|  | top(0), | 
|  | right(0), | 
|  | bottom(0) { | 
|  | } | 
|  |  | 
|  | inline Rect(float left, float top, float right, float bottom): | 
|  | left(left), | 
|  | top(top), | 
|  | right(right), | 
|  | bottom(bottom) { | 
|  | } | 
|  |  | 
|  | inline Rect(float width, float height): | 
|  | left(0.0f), | 
|  | top(0.0f), | 
|  | right(width), | 
|  | bottom(height) { | 
|  | } | 
|  |  | 
|  | inline Rect(const SkRect& rect): | 
|  | left(rect.fLeft), | 
|  | top(rect.fTop), | 
|  | right(rect.fRight), | 
|  | bottom(rect.fBottom) { | 
|  | } | 
|  |  | 
|  | friend int operator==(const Rect& a, const Rect& b) { | 
|  | return !memcmp(&a, &b, sizeof(a)); | 
|  | } | 
|  |  | 
|  | friend int operator!=(const Rect& a, const Rect& b) { | 
|  | return memcmp(&a, &b, sizeof(a)); | 
|  | } | 
|  |  | 
|  | inline void clear() { | 
|  | left = top = right = bottom = 0.0f; | 
|  | } | 
|  |  | 
|  | inline bool isEmpty() const { | 
|  | // this is written in such way this it'll handle NANs to return | 
|  | // true (empty) | 
|  | return !((left < right) && (top < bottom)); | 
|  | } | 
|  |  | 
|  | inline void setEmpty() { | 
|  | left = top = right = bottom = 0.0f; | 
|  | } | 
|  |  | 
|  | inline void set(float left, float top, float right, float bottom) { | 
|  | this->left = left; | 
|  | this->right = right; | 
|  | this->top = top; | 
|  | this->bottom = bottom; | 
|  | } | 
|  |  | 
|  | inline void set(const Rect& r) { | 
|  | set(r.left, r.top, r.right, r.bottom); | 
|  | } | 
|  |  | 
|  | inline float getWidth() const { | 
|  | return right - left; | 
|  | } | 
|  |  | 
|  | inline float getHeight() const { | 
|  | return bottom - top; | 
|  | } | 
|  |  | 
|  | bool intersects(float l, float t, float r, float b) const { | 
|  | return !intersectWith(l, t, r, b).isEmpty(); | 
|  | } | 
|  |  | 
|  | bool intersects(const Rect& r) const { | 
|  | return intersects(r.left, r.top, r.right, r.bottom); | 
|  | } | 
|  |  | 
|  | bool intersect(float l, float t, float r, float b) { | 
|  | Rect tmp(l, t, r, b); | 
|  | intersectWith(tmp); | 
|  | if (!tmp.isEmpty()) { | 
|  | set(tmp); | 
|  | return true; | 
|  | } | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool intersect(const Rect& r) { | 
|  | return intersect(r.left, r.top, r.right, r.bottom); | 
|  | } | 
|  |  | 
|  | inline bool contains(float l, float t, float r, float b) const { | 
|  | return l >= left && t >= top && r <= right && b <= bottom; | 
|  | } | 
|  |  | 
|  | inline bool contains(const Rect& r) const { | 
|  | return contains(r.left, r.top, r.right, r.bottom); | 
|  | } | 
|  |  | 
|  | bool unionWith(const Rect& r) { | 
|  | if (r.left < r.right && r.top < r.bottom) { | 
|  | if (left < right && top < bottom) { | 
|  | if (left > r.left) left = r.left; | 
|  | if (top > r.top) top = r.top; | 
|  | if (right < r.right) right = r.right; | 
|  | if (bottom < r.bottom) bottom = r.bottom; | 
|  | return true; | 
|  | } else { | 
|  | left = r.left; | 
|  | top = r.top; | 
|  | right = r.right; | 
|  | bottom = r.bottom; | 
|  | return true; | 
|  | } | 
|  | } | 
|  | return false; | 
|  | } | 
|  |  | 
|  | void translate(float dx, float dy) { | 
|  | left += dx; | 
|  | right += dx; | 
|  | top += dy; | 
|  | bottom += dy; | 
|  | } | 
|  |  | 
|  | void inset(float delta) { | 
|  | outset(-delta); | 
|  | } | 
|  |  | 
|  | void outset(float delta) { | 
|  | left -= delta; | 
|  | top -= delta; | 
|  | right += delta; | 
|  | bottom += delta; | 
|  | } | 
|  |  | 
|  | void outset(float xdelta, float ydelta) { | 
|  | left -= xdelta; | 
|  | top -= ydelta; | 
|  | right += xdelta; | 
|  | bottom += ydelta; | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding | 
|  | * errors. | 
|  | * | 
|  | * This function should be used whenever estimating the damage rect of geometry already mapped | 
|  | * into layer space. | 
|  | */ | 
|  | void snapGeometryToPixelBoundaries(bool snapOut) { | 
|  | if (snapOut) { | 
|  | /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have | 
|  | * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by | 
|  | * conservatively rounding out the bounds with floor/ceil. | 
|  | * | 
|  | * In order to avoid changing integer bounds with floor/ceil due to rounding errors | 
|  | * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors | 
|  | * from this inset will only incur similarly small errors in output, due to transparency | 
|  | * in extreme outside of the geometry. | 
|  | */ | 
|  | left = floorf(left + Vertex::GeometryFudgeFactor()); | 
|  | top = floorf(top + Vertex::GeometryFudgeFactor()); | 
|  | right = ceilf(right - Vertex::GeometryFudgeFactor()); | 
|  | bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); | 
|  | } else { | 
|  | /* For other geometry, we do the regular rounding in order to snap, but also outset the | 
|  | * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect | 
|  | * with top left at (0.5, 0.5)) will err on the side of a larger damage rect. | 
|  | */ | 
|  | left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); | 
|  | top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); | 
|  | right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); | 
|  | bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor()); | 
|  | } | 
|  | } | 
|  |  | 
|  | void snapToPixelBoundaries() { | 
|  | left = floorf(left + 0.5f); | 
|  | top = floorf(top + 0.5f); | 
|  | right = floorf(right + 0.5f); | 
|  | bottom = floorf(bottom + 0.5f); | 
|  | } | 
|  |  | 
|  | void roundOut() { | 
|  | left = floorf(left); | 
|  | top = floorf(top); | 
|  | right = ceilf(right); | 
|  | bottom = ceilf(bottom); | 
|  | } | 
|  |  | 
|  | void expandToCoverVertex(float x, float y) { | 
|  | left = fminf(left, x); | 
|  | top = fminf(top, y); | 
|  | right = fmaxf(right, x); | 
|  | bottom = fmaxf(bottom, y); | 
|  | } | 
|  |  | 
|  | void dump(const char* label = NULL) const { | 
|  | ALOGD("%s[l=%f t=%f r=%f b=%f]", label ? label : "Rect", left, top, right, bottom); | 
|  | } | 
|  |  | 
|  | private: | 
|  | void intersectWith(Rect& tmp) const { | 
|  | tmp.left = fmaxf(left, tmp.left); | 
|  | tmp.top = fmaxf(top, tmp.top); | 
|  | tmp.right = fminf(right, tmp.right); | 
|  | tmp.bottom = fminf(bottom, tmp.bottom); | 
|  | } | 
|  |  | 
|  | Rect intersectWith(float l, float t, float r, float b) const { | 
|  | Rect tmp; | 
|  | tmp.left = fmaxf(left, l); | 
|  | tmp.top = fmaxf(top, t); | 
|  | tmp.right = fminf(right, r); | 
|  | tmp.bottom = fminf(bottom, b); | 
|  | return tmp; | 
|  | } | 
|  |  | 
|  | }; // class Rect | 
|  |  | 
|  | }; // namespace uirenderer | 
|  | }; // namespace android | 
|  |  | 
|  | #endif // ANDROID_HWUI_RECT_H |