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 SkIRect& rect): 77 left(rect.fLeft), 78 top(rect.fTop), 79 right(rect.fRight), 80 bottom(rect.fBottom) { 81 } 82 83 inline Rect(const SkRect& rect): 84 left(rect.fLeft), 85 top(rect.fTop), 86 right(rect.fRight), 87 bottom(rect.fBottom) { 88 } 89 90 friend int operator==(const Rect& a, const Rect& b) { 91 return !memcmp(&a, &b, sizeof(a)); 92 } 93 94 friend int operator!=(const Rect& a, const Rect& b) { 95 return memcmp(&a, &b, sizeof(a)); 96 } 97 98 inline void clear() { 99 left = top = right = bottom = 0.0f; 100 } 101 102 inline bool isEmpty() const { 103 // this is written in such way this it'll handle NANs to return 104 // true (empty) 105 return !((left < right) && (top < bottom)); 106 } 107 108 inline void setEmpty() { 109 left = top = right = bottom = 0.0f; 110 } 111 112 inline void set(float left, float top, float right, float bottom) { 113 this->left = left; 114 this->right = right; 115 this->top = top; 116 this->bottom = bottom; 117 } 118 119 inline void set(const Rect& r) { 120 set(r.left, r.top, r.right, r.bottom); 121 } 122 123 inline void set(const SkIRect& r) { 124 set(r.left(), r.top(), r.right(), r.bottom()); 125 } 126 127 inline float getWidth() const { 128 return right - left; 129 } 130 131 inline float getHeight() const { 132 return bottom - top; 133 } 134 135 bool intersects(float l, float t, float r, float b) const { 136 float tempLeft = std::max(left, l); 137 float tempTop = std::max(top, t); 138 float tempRight = std::min(right, r); 139 float tempBottom = std::min(bottom, b); 140 141 return ((tempLeft < tempRight) && (tempTop < tempBottom)); // !isEmpty 142 } 143 144 bool intersects(const Rect& r) const { 145 return intersects(r.left, r.top, r.right, r.bottom); 146 } 147 148 /** 149 * This method is named 'doIntersect' instead of 'intersect' so as not to be confused with 150 * SkRect::intersect / android.graphics.Rect#intersect behavior, which do not modify the object 151 * if the intersection of the rects would be empty. 152 */ 153 void doIntersect(float l, float t, float r, float b) { 154 left = std::max(left, l); 155 top = std::max(top, t); 156 right = std::min(right, r); 157 bottom = std::min(bottom, b); 158 } 159 160 void doIntersect(const Rect& r) { 161 doIntersect(r.left, r.top, r.right, r.bottom); 162 } 163 164 inline bool contains(float l, float t, float r, float b) const { 165 return l >= left && t >= top && r <= right && b <= bottom; 166 } 167 168 inline bool contains(const Rect& r) const { 169 return contains(r.left, r.top, r.right, r.bottom); 170 } 171 172 bool unionWith(const Rect& r) { 173 if (r.left < r.right && r.top < r.bottom) { 174 if (left < right && top < bottom) { 175 if (left > r.left) left = r.left; 176 if (top > r.top) top = r.top; 177 if (right < r.right) right = r.right; 178 if (bottom < r.bottom) bottom = r.bottom; 179 return true; 180 } else { 181 left = r.left; 182 top = r.top; 183 right = r.right; 184 bottom = r.bottom; 185 return true; 186 } 187 } 188 return false; 189 } 190 191 void translate(float dx, float dy) { 192 left += dx; 193 right += dx; 194 top += dy; 195 bottom += dy; 196 } 197 198 void inset(float delta) { 199 outset(-delta); 200 } 201 202 void outset(float delta) { 203 left -= delta; 204 top -= delta; 205 right += delta; 206 bottom += delta; 207 } 208 209 void outset(float xdelta, float ydelta) { 210 left -= xdelta; 211 top -= ydelta; 212 right += xdelta; 213 bottom += ydelta; 214 } 215 216 /** 217 * Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding 218 * errors. 219 * 220 * This function should be used whenever estimating the damage rect of geometry already mapped 221 * into layer space. 222 */ 223 void snapGeometryToPixelBoundaries(bool snapOut) { 224 if (snapOut) { 225 /* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have 226 * a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by 227 * conservatively rounding out the bounds with floor/ceil. 228 * 229 * In order to avoid changing integer bounds with floor/ceil due to rounding errors 230 * inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors 231 * from this inset will only incur similarly small errors in output, due to transparency 232 * in extreme outside of the geometry. 233 */ 234 left = floorf(left + Vertex::GeometryFudgeFactor()); 235 top = floorf(top + Vertex::GeometryFudgeFactor()); 236 right = ceilf(right - Vertex::GeometryFudgeFactor()); 237 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); 238 } else { 239 /* For other geometry, we do the regular rounding in order to snap, but also outset the 240 * bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect 241 * with top left at (0.5, 0.5)) will err on the side of a larger damage rect. 242 */ 243 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); 244 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); 245 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); 246 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor()); 247 } 248 } 249 250 void snapToPixelBoundaries() { 251 left = floorf(left + 0.5f); 252 top = floorf(top + 0.5f); 253 right = floorf(right + 0.5f); 254 bottom = floorf(bottom + 0.5f); 255 } 256 257 void roundOut() { 258 left = floorf(left); 259 top = floorf(top); 260 right = ceilf(right); 261 bottom = ceilf(bottom); 262 } 263 264 /* 265 * Similar to unionWith, except this makes the assumption that both rects are non-empty 266 * to avoid both emptiness checks. 267 */ 268 void expandToCover(const Rect& other) { 269 left = std::min(left, other.left); 270 top = std::min(top, other.top); 271 right = std::max(right, other.right); 272 bottom = std::max(bottom, other.bottom); 273 } 274 275 void expandToCover(float x, float y) { 276 left = std::min(left, x); 277 top = std::min(top, y); 278 right = std::max(right, x); 279 bottom = std::max(bottom, y); 280 } 281 282 SkRect toSkRect() const { 283 return SkRect::MakeLTRB(left, top, right, bottom); 284 } 285 286 SkIRect toSkIRect() const { 287 return SkIRect::MakeLTRB(left, top, right, bottom); 288 } 289 290 void dump(const char* label = nullptr) const { 291 ALOGD("%s[l=%.2f t=%.2f r=%.2f b=%.2f]", label ? label : "Rect", left, top, right, bottom); 292 } 293 294 friend std::ostream& operator<<(std::ostream& os, const Rect& rect) { 295 if (rect.isEmpty()) { 296 // Print empty, but continue, since empty rects may still have useful coordinate info 297 os << "(empty)"; 298 } 299 300 if (rect.left == 0 && rect.top == 0) { 301 return os << "[" << rect.right << " x " << rect.bottom << "]"; 302 } 303 304 return os << "[" << rect.left 305 << " " << rect.top 306 << " " << rect.right 307 << " " << rect.bottom << "]"; 308 } 309 }; // class Rect 310 311 }; // namespace uirenderer 312 }; // namespace android 313 314