Rect.h revision ac02eb9035a13a3d09c2def9ed63d04225eb2509
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 float tempLeft = std::max(left, l); 129 float tempTop = std::max(top, t); 130 float tempRight = std::min(right, r); 131 float tempBottom = std::min(bottom, b); 132 133 return ((tempLeft < tempRight) && (tempTop < tempBottom)); // !isEmpty 134 } 135 136 bool intersects(const Rect& r) const { 137 return intersects(r.left, r.top, r.right, r.bottom); 138 } 139 140 /** 141 * This method is named 'doIntersect' instead of 'intersect' so as not to be confused with 142 * SkRect::intersect / android.graphics.Rect#intersect behavior, which do not modify the object 143 * if the intersection of the rects would be empty. 144 */ 145 void doIntersect(float l, float t, float r, float b) { 146 left = std::max(left, l); 147 top = std::max(top, t); 148 right = std::min(right, r); 149 bottom = std::min(bottom, b); 150 } 151 152 void doIntersect(const Rect& r) { 153 doIntersect(r.left, r.top, r.right, r.bottom); 154 } 155 156 inline bool contains(float l, float t, float r, float b) const { 157 return l >= left && t >= top && r <= right && b <= bottom; 158 } 159 160 inline bool contains(const Rect& r) const { 161 return contains(r.left, r.top, r.right, r.bottom); 162 } 163 164 bool unionWith(const Rect& r) { 165 if (r.left < r.right && r.top < r.bottom) { 166 if (left < right && top < bottom) { 167 if (left > r.left) left = r.left; 168 if (top > r.top) top = r.top; 169 if (right < r.right) right = r.right; 170 if (bottom < r.bottom) bottom = r.bottom; 171 return true; 172 } else { 173 left = r.left; 174 top = r.top; 175 right = r.right; 176 bottom = r.bottom; 177 return true; 178 } 179 } 180 return false; 181 } 182 183 void translate(float dx, float dy) { 184 left += dx; 185 right += dx; 186 top += dy; 187 bottom += dy; 188 } 189 190 void inset(float delta) { 191 outset(-delta); 192 } 193 194 void outset(float delta) { 195 left -= delta; 196 top -= delta; 197 right += delta; 198 bottom += delta; 199 } 200 201 void outset(float xdelta, float ydelta) { 202 left -= xdelta; 203 top -= ydelta; 204 right += xdelta; 205 bottom += ydelta; 206 } 207 208 /** 209 * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding 210 * errors. 211 * 212 * This function should be used whenever estimating the damage rect of geometry already mapped 213 * into layer space. 214 */ 215 void snapGeometryToPixelBoundaries(bool snapOut) { 216 if (snapOut) { 217 /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have 218 * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by 219 * conservatively rounding out the bounds with floor/ceil. 220 * 221 * In order to avoid changing integer bounds with floor/ceil due to rounding errors 222 * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors 223 * from this inset will only incur similarly small errors in output, due to transparency 224 * in extreme outside of the geometry. 225 */ 226 left = floorf(left + Vertex::GeometryFudgeFactor()); 227 top = floorf(top + Vertex::GeometryFudgeFactor()); 228 right = ceilf(right - Vertex::GeometryFudgeFactor()); 229 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); 230 } else { 231 /* For other geometry, we do the regular rounding in order to snap, but also outset the 232 * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect 233 * with top left at (0.5, 0.5)) will err on the side of a larger damage rect. 234 */ 235 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); 236 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); 237 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); 238 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor()); 239 } 240 } 241 242 void snapToPixelBoundaries() { 243 left = floorf(left + 0.5f); 244 top = floorf(top + 0.5f); 245 right = floorf(right + 0.5f); 246 bottom = floorf(bottom + 0.5f); 247 } 248 249 void roundOut() { 250 left = floorf(left); 251 top = floorf(top); 252 right = ceilf(right); 253 bottom = ceilf(bottom); 254 } 255 256 void expandToCoverVertex(float x, float y) { 257 left = std::min(left, x); 258 top = std::min(top, y); 259 right = std::max(right, x); 260 bottom = std::max(bottom, y); 261 } 262 263 void expandToCoverRect(float otherLeft, float otherTop, float otherRight, float otherBottom) { 264 left = std::min(left, otherLeft); 265 top = std::min(top, otherTop); 266 right = std::max(right, otherRight); 267 bottom = std::max(bottom, otherBottom); 268 } 269 270 SkRect toSkRect() const { 271 return SkRect::MakeLTRB(left, top, right, bottom); 272 } 273 274 SkIRect toSkIRect() const { 275 return SkIRect::MakeLTRB(left, top, right, bottom); 276 } 277 278 void dump(const char* label = nullptr) const { 279 ALOGD("%s[l=%f t=%f r=%f b=%f]", label ? label : "Rect", left, top, right, bottom); 280 } 281}; // class Rect 282 283}; // namespace uirenderer 284}; // namespace android 285 286#endif // ANDROID_HWUI_RECT_H 287