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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 
Rect()55     inline Rect():
56             left(0),
57             top(0),
58             right(0),
59             bottom(0) {
60     }
61 
Rect(float left,float top,float right,float bottom)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 
Rect(float width,float height)69     inline Rect(float width, float height):
70             left(0.0f),
71             top(0.0f),
72             right(width),
73             bottom(height) {
74     }
75 
Rect(const SkIRect & rect)76     inline Rect(const SkIRect& rect):
77             left(rect.fLeft),
78             top(rect.fTop),
79             right(rect.fRight),
80             bottom(rect.fBottom) {
81     }
82 
Rect(const SkRect & rect)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 
clear()98     inline void clear() {
99         left = top = right = bottom = 0.0f;
100     }
101 
isEmpty()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 
setEmpty()108     inline void setEmpty() {
109         left = top = right = bottom = 0.0f;
110     }
111 
set(float left,float top,float right,float bottom)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 
set(const Rect & r)119     inline void set(const Rect& r) {
120         set(r.left, r.top, r.right, r.bottom);
121     }
122 
set(const SkIRect & r)123     inline void set(const SkIRect& r) {
124         set(r.left(), r.top(), r.right(), r.bottom());
125     }
126 
getWidth()127     inline float getWidth() const {
128         return right - left;
129     }
130 
getHeight()131     inline float getHeight() const {
132         return bottom - top;
133     }
134 
intersects(float l,float t,float r,float b)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 
intersects(const Rect & r)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      */
doIntersect(float l,float t,float r,float b)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 
doIntersect(const Rect & r)160     void doIntersect(const Rect& r) {
161         doIntersect(r.left, r.top, r.right, r.bottom);
162     }
163 
contains(float l,float t,float r,float b)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 
contains(const Rect & r)168     inline bool contains(const Rect& r) const {
169         return contains(r.left, r.top, r.right, r.bottom);
170     }
171 
unionWith(const Rect & r)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 
translate(float dx,float dy)191     void translate(float dx, float dy) {
192         left += dx;
193         right += dx;
194         top += dy;
195         bottom += dy;
196     }
197 
inset(float delta)198     void inset(float delta) {
199         outset(-delta);
200     }
201 
outset(float delta)202     void outset(float delta) {
203         left -= delta;
204         top -= delta;
205         right += delta;
206         bottom += delta;
207     }
208 
outset(float xdelta,float ydelta)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      */
snapGeometryToPixelBoundaries(bool snapOut)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 
snapToPixelBoundaries()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 
roundOut()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      */
expandToCover(const Rect & other)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 
expandToCover(float x,float y)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 
toSkRect()282     SkRect toSkRect() const {
283         return SkRect::MakeLTRB(left, top, right, bottom);
284     }
285 
toSkIRect()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