/* * Copyright 2010 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkRasterClip_DEFINED #define SkRasterClip_DEFINED #include "include/core/SkClipOp.h" #include "include/core/SkRegion.h" #include "include/core/SkShader.h" #include "include/private/SkMacros.h" #include "src/core/SkAAClip.h" class SkRRect; /** * Wraps a SkRegion and SkAAClip, so we have a single object that can represent either our * BW or antialiased clips. */ class SkRasterClip { public: SkRasterClip(); explicit SkRasterClip(const SkIRect&); explicit SkRasterClip(const SkRegion&); explicit SkRasterClip(const SkRasterClip&); SkRasterClip(const SkPath& path, const SkIRect& bounds, bool doAA); ~SkRasterClip(); SkRasterClip& operator=(const SkRasterClip&); bool isBW() const { return fIsBW; } bool isAA() const { return !fIsBW; } const SkRegion& bwRgn() const { SkASSERT(fIsBW); return fBW; } const SkAAClip& aaRgn() const { SkASSERT(!fIsBW); return fAA; } bool isEmpty() const { SkASSERT(this->computeIsEmpty() == fIsEmpty); return fIsEmpty; } bool isRect() const { SkASSERT(this->computeIsRect() == fIsRect); return fIsRect; } bool isComplex() const { return fIsBW ? fBW.isComplex() : !fAA.isEmpty(); } const SkIRect& getBounds() const { return fIsBW ? fBW.getBounds() : fAA.getBounds(); } bool setEmpty(); bool setRect(const SkIRect&); bool op(const SkIRect&, SkClipOp); bool op(const SkRegion&, SkClipOp); bool op(const SkRect&, const SkMatrix& matrix, SkClipOp, bool doAA); bool op(const SkRRect&, const SkMatrix& matrix, SkClipOp, bool doAA); bool op(const SkPath&, const SkMatrix& matrix, SkClipOp, bool doAA); bool op(sk_sp); void translate(int dx, int dy, SkRasterClip* dst) const; bool quickContains(const SkIRect& rect) const { return fIsBW ? fBW.quickContains(rect) : fAA.quickContains(rect); } /** * Return true if this region is empty, or if the specified rectangle does * not intersect the region. Returning false is not a guarantee that they * intersect, but returning true is a guarantee that they do not. */ bool quickReject(const SkIRect& rect) const { return !SkIRect::Intersects(this->getBounds(), rect); } #ifdef SK_DEBUG void validate() const; #else void validate() const {} #endif sk_sp clipShader() const { return fShader; } private: SkRegion fBW; SkAAClip fAA; bool fIsBW; // these 2 are caches based on querying the right obj based on fIsBW bool fIsEmpty; bool fIsRect; // if present, this augments the clip, not replaces it sk_sp fShader; bool computeIsEmpty() const { return fIsBW ? fBW.isEmpty() : fAA.isEmpty(); } bool computeIsRect() const { return fIsBW ? fBW.isRect() : fAA.isRect(); } bool updateCacheAndReturnNonEmpty(bool detectAARect = true) { fIsEmpty = this->computeIsEmpty(); // detect that our computed AA is really just a (hard-edged) rect if (detectAARect && !fIsEmpty && !fIsBW && fAA.isRect()) { fBW.setRect(fAA.getBounds()); fAA.setEmpty(); // don't need this anymore fIsBW = true; } fIsRect = this->computeIsRect(); return !fIsEmpty; } void convertToAA(); bool op(const SkRasterClip&, SkClipOp); }; class SkAutoRasterClipValidate : SkNoncopyable { public: SkAutoRasterClipValidate(const SkRasterClip& rc) : fRC(rc) { fRC.validate(); } ~SkAutoRasterClipValidate() { fRC.validate(); } private: const SkRasterClip& fRC; }; #ifdef SK_DEBUG #define AUTO_RASTERCLIP_VALIDATE(rc) SkAutoRasterClipValidate arcv(rc) #else #define AUTO_RASTERCLIP_VALIDATE(rc) #endif /////////////////////////////////////////////////////////////////////////////// /** * Encapsulates the logic of deciding if we need to change/wrap the blitter * for aaclipping. If so, getRgn and getBlitter return modified values. If * not, they return the raw blitter and (bw) clip region. * * We need to keep the constructor/destructor cost as small as possible, so we * can freely put this on the stack, and not pay too much for the case when * we're really BW anyways. */ class SkAAClipBlitterWrapper { public: SkAAClipBlitterWrapper(); SkAAClipBlitterWrapper(const SkRasterClip&, SkBlitter*); SkAAClipBlitterWrapper(const SkAAClip*, SkBlitter*); void init(const SkRasterClip&, SkBlitter*); const SkIRect& getBounds() const { SkASSERT(fClipRgn); return fClipRgn->getBounds(); } const SkRegion& getRgn() const { SkASSERT(fClipRgn); return *fClipRgn; } SkBlitter* getBlitter() { SkASSERT(fBlitter); return fBlitter; } private: SkRegion fBWRgn; SkAAClipBlitter fAABlitter; // what we return const SkRegion* fClipRgn; SkBlitter* fBlitter; }; #endif