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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 <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