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
28namespace android {
29namespace 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
41class Rect {
42public:
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
54    inline Rect():
55            left(0),
56            top(0),
57            right(0),
58            bottom(0) {
59    }
60
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
68    inline Rect(float width, float height):
69            left(0.0f),
70            top(0.0f),
71            right(width),
72            bottom(height) {
73    }
74
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
90    inline void clear() {
91        left = top = right = bottom = 0.0f;
92    }
93
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
100    inline void setEmpty() {
101        left = top = right = bottom = 0.0f;
102    }
103
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
111    inline void set(const Rect& r) {
112        set(r.left, r.top, r.right, r.bottom);
113    }
114
115    inline void set(const SkIRect& r) {
116        set(r.left(), r.top(), r.right(), r.bottom());
117    }
118
119    inline float getWidth() const {
120        return right - left;
121    }
122
123    inline float getHeight() const {
124        return bottom - top;
125    }
126
127    bool intersects(float l, float t, float r, float b) const {
128        return !intersectWith(l, t, r, b).isEmpty();
129    }
130
131    bool intersects(const Rect& r) const {
132        return intersects(r.left, r.top, r.right, r.bottom);
133    }
134
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
145    bool intersect(const Rect& r) {
146        return intersect(r.left, r.top, r.right, r.bottom);
147    }
148
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
153    inline bool contains(const Rect& r) const {
154        return contains(r.left, r.top, r.right, r.bottom);
155    }
156
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
176    void translate(float dx, float dy) {
177        left += dx;
178        right += dx;
179        top += dy;
180        bottom += dy;
181    }
182
183    void inset(float delta) {
184        outset(-delta);
185    }
186
187    void outset(float delta) {
188        left -= delta;
189        top -= delta;
190        right += delta;
191        bottom += delta;
192    }
193
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     */
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
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
242    void roundOut() {
243        left = floorf(left);
244        top = floorf(top);
245        right = ceilf(right);
246        bottom = ceilf(bottom);
247    }
248
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
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
263    SkRect toSkRect() const {
264        return SkRect::MakeLTRB(left, top, right, bottom);
265    }
266
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
275private:
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
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