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