Rect.h revision 487a92caef2eb90a62e8f8d7a6fe6315f1c1d8d8
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 <SkRect.h> 22 23#include <utils/Log.h> 24 25#include "Vertex.h" 26 27namespace android { 28namespace uirenderer { 29 30#define RECT_STRING "%5.2f %5.2f %5.2f %5.2f" 31#define RECT_ARGS(r) \ 32 (r).left, (r).top, (r).right, (r).bottom 33#define SK_RECT_ARGS(r) \ 34 (r).left(), (r).top(), (r).right(), (r).bottom() 35 36/////////////////////////////////////////////////////////////////////////////// 37// Structs 38/////////////////////////////////////////////////////////////////////////////// 39 40class Rect { 41public: 42 float left; 43 float top; 44 float right; 45 float bottom; 46 47 // Used by Region 48 typedef float value_type; 49 50 // we don't provide copy-ctor and operator= on purpose 51 // because we want the compiler generated versions 52 53 inline Rect(): 54 left(0), 55 top(0), 56 right(0), 57 bottom(0) { 58 } 59 60 inline Rect(float left, float top, float right, float bottom): 61 left(left), 62 top(top), 63 right(right), 64 bottom(bottom) { 65 } 66 67 inline Rect(float width, float height): 68 left(0.0f), 69 top(0.0f), 70 right(width), 71 bottom(height) { 72 } 73 74 inline Rect(const SkRect& rect): 75 left(rect.fLeft), 76 top(rect.fTop), 77 right(rect.fRight), 78 bottom(rect.fBottom) { 79 } 80 81 friend int operator==(const Rect& a, const Rect& b) { 82 return !memcmp(&a, &b, sizeof(a)); 83 } 84 85 friend int operator!=(const Rect& a, const Rect& b) { 86 return memcmp(&a, &b, sizeof(a)); 87 } 88 89 inline void clear() { 90 left = top = right = bottom = 0.0f; 91 } 92 93 inline bool isEmpty() const { 94 // this is written in such way this it'll handle NANs to return 95 // true (empty) 96 return !((left < right) && (top < bottom)); 97 } 98 99 inline void setEmpty() { 100 left = top = right = bottom = 0.0f; 101 } 102 103 inline void set(float left, float top, float right, float bottom) { 104 this->left = left; 105 this->right = right; 106 this->top = top; 107 this->bottom = bottom; 108 } 109 110 inline void set(const Rect& r) { 111 set(r.left, r.top, r.right, r.bottom); 112 } 113 114 inline void set(const SkIRect& r) { 115 set(r.left(), r.top(), r.right(), r.bottom()); 116 } 117 118 inline float getWidth() const { 119 return right - left; 120 } 121 122 inline float getHeight() const { 123 return bottom - top; 124 } 125 126 bool intersects(float l, float t, float r, float b) const { 127 return !intersectWith(l, t, r, b).isEmpty(); 128 } 129 130 bool intersects(const Rect& r) const { 131 return intersects(r.left, r.top, r.right, r.bottom); 132 } 133 134 bool intersect(float l, float t, float r, float b) { 135 Rect tmp(l, t, r, b); 136 intersectWith(tmp); 137 if (!tmp.isEmpty()) { 138 set(tmp); 139 return true; 140 } 141 return false; 142 } 143 144 bool intersect(const Rect& r) { 145 return intersect(r.left, r.top, r.right, r.bottom); 146 } 147 148 inline bool contains(float l, float t, float r, float b) const { 149 return l >= left && t >= top && r <= right && b <= bottom; 150 } 151 152 inline bool contains(const Rect& r) const { 153 return contains(r.left, r.top, r.right, r.bottom); 154 } 155 156 bool unionWith(const Rect& r) { 157 if (r.left < r.right && r.top < r.bottom) { 158 if (left < right && top < bottom) { 159 if (left > r.left) left = r.left; 160 if (top > r.top) top = r.top; 161 if (right < r.right) right = r.right; 162 if (bottom < r.bottom) bottom = r.bottom; 163 return true; 164 } else { 165 left = r.left; 166 top = r.top; 167 right = r.right; 168 bottom = r.bottom; 169 return true; 170 } 171 } 172 return false; 173 } 174 175 void translate(float dx, float dy) { 176 left += dx; 177 right += dx; 178 top += dy; 179 bottom += dy; 180 } 181 182 void inset(float delta) { 183 outset(-delta); 184 } 185 186 void outset(float delta) { 187 left -= delta; 188 top -= delta; 189 right += delta; 190 bottom += delta; 191 } 192 193 void outset(float xdelta, float ydelta) { 194 left -= xdelta; 195 top -= ydelta; 196 right += xdelta; 197 bottom += ydelta; 198 } 199 200 /** 201 * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding 202 * errors. 203 * 204 * This function should be used whenever estimating the damage rect of geometry already mapped 205 * into layer space. 206 */ 207 void snapGeometryToPixelBoundaries(bool snapOut) { 208 if (snapOut) { 209 /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have 210 * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by 211 * conservatively rounding out the bounds with floor/ceil. 212 * 213 * In order to avoid changing integer bounds with floor/ceil due to rounding errors 214 * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors 215 * from this inset will only incur similarly small errors in output, due to transparency 216 * in extreme outside of the geometry. 217 */ 218 left = floorf(left + Vertex::GeometryFudgeFactor()); 219 top = floorf(top + Vertex::GeometryFudgeFactor()); 220 right = ceilf(right - Vertex::GeometryFudgeFactor()); 221 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); 222 } else { 223 /* For other geometry, we do the regular rounding in order to snap, but also outset the 224 * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect 225 * with top left at (0.5, 0.5)) will err on the side of a larger damage rect. 226 */ 227 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); 228 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); 229 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); 230 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor()); 231 } 232 } 233 234 void snapToPixelBoundaries() { 235 left = floorf(left + 0.5f); 236 top = floorf(top + 0.5f); 237 right = floorf(right + 0.5f); 238 bottom = floorf(bottom + 0.5f); 239 } 240 241 void roundOut() { 242 left = floorf(left); 243 top = floorf(top); 244 right = ceilf(right); 245 bottom = ceilf(bottom); 246 } 247 248 void expandToCoverVertex(float x, float y) { 249 left = fminf(left, x); 250 top = fminf(top, y); 251 right = fmaxf(right, x); 252 bottom = fmaxf(bottom, y); 253 } 254 255 SkRect toSkRect() const { 256 return SkRect::MakeLTRB(left, top, right, bottom); 257 } 258 259 SkIRect toSkIRect() const { 260 return SkIRect::MakeLTRB(left, top, right, bottom); 261 } 262 263 void dump(const char* label = nullptr) const { 264 ALOGD("%s[l=%f t=%f r=%f b=%f]", label ? label : "Rect", left, top, right, bottom); 265 } 266 267private: 268 void intersectWith(Rect& tmp) const { 269 tmp.left = fmaxf(left, tmp.left); 270 tmp.top = fmaxf(top, tmp.top); 271 tmp.right = fminf(right, tmp.right); 272 tmp.bottom = fminf(bottom, tmp.bottom); 273 } 274 275 Rect intersectWith(float l, float t, float r, float b) const { 276 Rect tmp; 277 tmp.left = fmaxf(left, l); 278 tmp.top = fmaxf(top, t); 279 tmp.right = fminf(right, r); 280 tmp.bottom = fminf(bottom, b); 281 return tmp; 282 } 283 284}; // class Rect 285 286}; // namespace uirenderer 287}; // namespace android 288 289#endif // ANDROID_HWUI_RECT_H 290