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      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 #pragma once
     18 
     19 #include "Vertex.h"
     20 
     21 #include <utils/Log.h>
     22 
     23 #include <algorithm>
     24 #include <cmath>
     25 #include <iomanip>
     26 #include <ostream>
     27 #include <SkRect.h>
     28 
     29 namespace android {
     30 namespace uirenderer {
     31 
     32 #define RECT_STRING "%5.2f %5.2f %5.2f %5.2f"
     33 #define RECT_ARGS(r) \
     34     (r).left, (r).top, (r).right, (r).bottom
     35 #define SK_RECT_ARGS(r) \
     36     (r).left(), (r).top(), (r).right(), (r).bottom()
     37 
     38 ///////////////////////////////////////////////////////////////////////////////
     39 // Structs
     40 ///////////////////////////////////////////////////////////////////////////////
     41 
     42 class Rect {
     43 public:
     44     float left;
     45     float top;
     46     float right;
     47     float bottom;
     48 
     49     // Used by Region
     50     typedef float value_type;
     51 
     52     // we don't provide copy-ctor and operator= on purpose
     53     // because we want the compiler generated versions
     54 
     55     inline Rect():
     56             left(0),
     57             top(0),
     58             right(0),
     59             bottom(0) {
     60     }
     61 
     62     inline Rect(float left, float top, float right, float bottom):
     63             left(left),
     64             top(top),
     65             right(right),
     66             bottom(bottom) {
     67     }
     68 
     69     inline Rect(float width, float height):
     70             left(0.0f),
     71             top(0.0f),
     72             right(width),
     73             bottom(height) {
     74     }
     75 
     76     inline Rect(const SkRect& rect):
     77             left(rect.fLeft),
     78             top(rect.fTop),
     79             right(rect.fRight),
     80             bottom(rect.fBottom) {
     81     }
     82 
     83     friend int operator==(const Rect& a, const Rect& b) {
     84         return !memcmp(&a, &b, sizeof(a));
     85     }
     86 
     87     friend int operator!=(const Rect& a, const Rect& b) {
     88         return memcmp(&a, &b, sizeof(a));
     89     }
     90 
     91     inline void clear() {
     92         left = top = right = bottom = 0.0f;
     93     }
     94 
     95     inline bool isEmpty() const {
     96         // this is written in such way this it'll handle NANs to return
     97         // true (empty)
     98         return !((left < right) && (top < bottom));
     99     }
    100 
    101     inline void setEmpty() {
    102         left = top = right = bottom = 0.0f;
    103     }
    104 
    105     inline void set(float left, float top, float right, float bottom) {
    106         this->left = left;
    107         this->right = right;
    108         this->top = top;
    109         this->bottom = bottom;
    110     }
    111 
    112     inline void set(const Rect& r) {
    113         set(r.left, r.top, r.right, r.bottom);
    114     }
    115 
    116     inline void set(const SkIRect& r) {
    117         set(r.left(), r.top(), r.right(), r.bottom());
    118     }
    119 
    120     inline float getWidth() const {
    121         return right - left;
    122     }
    123 
    124     inline float getHeight() const {
    125         return bottom - top;
    126     }
    127 
    128     bool intersects(float l, float t, float r, float b) const {
    129         float tempLeft = std::max(left, l);
    130         float tempTop = std::max(top, t);
    131         float tempRight = std::min(right, r);
    132         float tempBottom = std::min(bottom, b);
    133 
    134         return ((tempLeft < tempRight) && (tempTop < tempBottom)); // !isEmpty
    135     }
    136 
    137     bool intersects(const Rect& r) const {
    138         return intersects(r.left, r.top, r.right, r.bottom);
    139     }
    140 
    141     /**
    142      * This method is named 'doIntersect' instead of 'intersect' so as not to be confused with
    143      * SkRect::intersect / android.graphics.Rect#intersect behavior, which do not modify the object
    144      * if the intersection of the rects would be empty.
    145      */
    146     void doIntersect(float l, float t, float r, float b) {
    147         left = std::max(left, l);
    148         top = std::max(top, t);
    149         right = std::min(right, r);
    150         bottom = std::min(bottom, b);
    151     }
    152 
    153     void doIntersect(const Rect& r) {
    154         doIntersect(r.left, r.top, r.right, r.bottom);
    155     }
    156 
    157     inline bool contains(float l, float t, float r, float b) const {
    158         return l >= left && t >= top && r <= right && b <= bottom;
    159     }
    160 
    161     inline bool contains(const Rect& r) const {
    162         return contains(r.left, r.top, r.right, r.bottom);
    163     }
    164 
    165     bool unionWith(const Rect& r) {
    166         if (r.left < r.right && r.top < r.bottom) {
    167             if (left < right && top < bottom) {
    168                 if (left > r.left) left = r.left;
    169                 if (top > r.top) top = r.top;
    170                 if (right < r.right) right = r.right;
    171                 if (bottom < r.bottom) bottom = r.bottom;
    172                 return true;
    173             } else {
    174                 left = r.left;
    175                 top = r.top;
    176                 right = r.right;
    177                 bottom = r.bottom;
    178                 return true;
    179             }
    180         }
    181         return false;
    182     }
    183 
    184     void translate(float dx, float dy) {
    185         left += dx;
    186         right += dx;
    187         top += dy;
    188         bottom += dy;
    189     }
    190 
    191     void inset(float delta) {
    192         outset(-delta);
    193     }
    194 
    195     void outset(float delta) {
    196         left -= delta;
    197         top -= delta;
    198         right += delta;
    199         bottom += delta;
    200     }
    201 
    202     void outset(float xdelta, float ydelta) {
    203         left -= xdelta;
    204         top -= ydelta;
    205         right += xdelta;
    206         bottom += ydelta;
    207     }
    208 
    209     /**
    210      * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding
    211      * errors.
    212      *
    213      * This function should be used whenever estimating the damage rect of geometry already mapped
    214      * into layer space.
    215      */
    216     void snapGeometryToPixelBoundaries(bool snapOut) {
    217         if (snapOut) {
    218             /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have
    219              * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by
    220              * conservatively rounding out the bounds with floor/ceil.
    221              *
    222              * In order to avoid changing integer bounds with floor/ceil due to rounding errors
    223              * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors
    224              * from this inset will only incur similarly small errors in output, due to transparency
    225              * in extreme outside of the geometry.
    226              */
    227             left = floorf(left + Vertex::GeometryFudgeFactor());
    228             top = floorf(top + Vertex::GeometryFudgeFactor());
    229             right = ceilf(right - Vertex::GeometryFudgeFactor());
    230             bottom = ceilf(bottom - Vertex::GeometryFudgeFactor());
    231         } else {
    232             /* For other geometry, we do the regular rounding in order to snap, but also outset the
    233              * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect
    234              * with top left at (0.5, 0.5)) will err on the side of a larger damage rect.
    235              */
    236             left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor());
    237             top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor());
    238             right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor());
    239             bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor());
    240         }
    241     }
    242 
    243     void snapToPixelBoundaries() {
    244         left = floorf(left + 0.5f);
    245         top = floorf(top + 0.5f);
    246         right = floorf(right + 0.5f);
    247         bottom = floorf(bottom + 0.5f);
    248     }
    249 
    250     void roundOut() {
    251         left = floorf(left);
    252         top = floorf(top);
    253         right = ceilf(right);
    254         bottom = ceilf(bottom);
    255     }
    256 
    257     /*
    258      * Similar to unionWith, except this makes the assumption that both rects are non-empty
    259      * to avoid both emptiness checks.
    260      */
    261     void expandToCover(const Rect& other) {
    262         left = std::min(left, other.left);
    263         top = std::min(top, other.top);
    264         right = std::max(right, other.right);
    265         bottom = std::max(bottom, other.bottom);
    266     }
    267 
    268     void expandToCover(float x, float y) {
    269         left = std::min(left, x);
    270         top = std::min(top, y);
    271         right = std::max(right, x);
    272         bottom = std::max(bottom, y);
    273     }
    274 
    275     SkRect toSkRect() const {
    276         return SkRect::MakeLTRB(left, top, right, bottom);
    277     }
    278 
    279     SkIRect toSkIRect() const {
    280         return SkIRect::MakeLTRB(left, top, right, bottom);
    281     }
    282 
    283     void dump(const char* label = nullptr) const {
    284         ALOGD("%s[l=%.2f t=%.2f r=%.2f b=%.2f]", label ? label : "Rect", left, top, right, bottom);
    285     }
    286 
    287     friend std::ostream& operator<<(std::ostream& os, const Rect& rect) {
    288         if (rect.isEmpty()) {
    289             // Print empty, but continue, since empty rects may still have useful coordinate info
    290             os << "(empty)";
    291         }
    292 
    293         if (rect.left == 0 && rect.top == 0) {
    294             return os << "[" << rect.right << " x " << rect.bottom << "]";
    295         }
    296 
    297         return os << "[" << rect.left
    298                 << " " << rect.top
    299                 << " " << rect.right
    300                 << " " << rect.bottom << "]";
    301     }
    302 }; // class Rect
    303 
    304 }; // namespace uirenderer
    305 }; // namespace android
    306 
    307