Delete SkNinePatch
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2206663002 Review-Url: https://codereview.chromium.org/2206663002
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@ -20,7 +20,6 @@
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'<(skia_include_path)/utils/SkInterpolator.h',
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'<(skia_include_path)/utils/SkLayer.h',
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'<(skia_include_path)/utils/SkMeshUtils.h',
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'<(skia_include_path)/utils/SkNinePatch.h',
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'<(skia_include_path)/utils/SkNoSaveLayerCanvas.h',
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'<(skia_include_path)/utils/SkNWayCanvas.h',
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'<(skia_include_path)/utils/SkNullCanvas.h',
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@ -1,33 +0,0 @@
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/*
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* Copyright 2006 The Android Open Source Project
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkNinePatch_DEFINED
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#define SkNinePatch_DEFINED
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#include "SkRect.h"
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#include "SkRegion.h"
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class SkBitmap;
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class SkCanvas;
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class SkPaint;
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class SkNinePatch {
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public:
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static void DrawNine(SkCanvas* canvas, const SkRect& dst,
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const SkBitmap& bitmap, const SkIRect& margins,
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const SkPaint* paint = NULL);
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static void DrawMesh(SkCanvas* canvas, const SkRect& dst,
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const SkBitmap& bitmap,
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const int32_t xDivs[], int numXDivs,
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const int32_t yDivs[], int numYDivs,
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const SkPaint* paint = NULL);
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};
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#endif
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@ -4,330 +4,3 @@
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkNinePatch.h"
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#include "SkCanvas.h"
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#include "SkShader.h"
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static const uint16_t g3x3Indices[] = {
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0, 5, 1, 0, 4, 5,
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1, 6, 2, 1, 5, 6,
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2, 7, 3, 2, 6, 7,
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4, 9, 5, 4, 8, 9,
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5, 10, 6, 5, 9, 10,
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6, 11, 7, 6, 10, 11,
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8, 13, 9, 8, 12, 13,
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9, 14, 10, 9, 13, 14,
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10, 15, 11, 10, 14, 15
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};
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static int fillIndices(uint16_t indices[], int xCount, int yCount) {
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uint16_t* startIndices = indices;
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int n = 0;
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for (int y = 0; y < yCount; y++) {
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for (int x = 0; x < xCount; x++) {
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*indices++ = n;
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*indices++ = n + xCount + 2;
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*indices++ = n + 1;
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*indices++ = n;
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*indices++ = n + xCount + 1;
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*indices++ = n + xCount + 2;
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n += 1;
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}
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n += 1;
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}
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return static_cast<int>(indices - startIndices);
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}
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// Computes the delta between vertices along a single axis
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static SkScalar computeVertexDelta(bool isStretchyVertex,
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SkScalar currentVertex,
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SkScalar prevVertex,
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SkScalar stretchFactor) {
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// the standard delta between vertices if no stretching is required
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SkScalar delta = currentVertex - prevVertex;
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// if the stretch factor is negative or zero we need to shrink the 9-patch
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// to fit within the target bounds. This means that we will eliminate all
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// stretchy areas and scale the fixed areas to fit within the target bounds.
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if (stretchFactor <= 0) {
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if (isStretchyVertex)
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delta = 0; // collapse stretchable areas
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else
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delta = SkScalarMul(delta, -stretchFactor); // scale fixed areas
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// if the stretch factor is positive then we use the standard delta for
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// fixed and scale the stretchable areas to fill the target bounds.
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} else if (isStretchyVertex) {
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delta = SkScalarMul(delta, stretchFactor);
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}
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return delta;
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}
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static void fillRow(SkPoint verts[], SkPoint texs[],
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const SkScalar vy, const SkScalar ty,
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const SkRect& bounds, const int32_t xDivs[], int numXDivs,
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const SkScalar stretchX, int width) {
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SkScalar vx = bounds.fLeft;
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verts->set(vx, vy); verts++;
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texs->set(0, ty); texs++;
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SkScalar prev = 0;
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for (int x = 0; x < numXDivs; x++) {
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const SkScalar tx = SkIntToScalar(xDivs[x]);
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vx += computeVertexDelta(x & 1, tx, prev, stretchX);
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prev = tx;
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verts->set(vx, vy); verts++;
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texs->set(tx, ty); texs++;
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}
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verts->set(bounds.fRight, vy); verts++;
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texs->set(SkIntToScalar(width), ty); texs++;
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}
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struct Mesh {
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const SkPoint* fVerts;
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const SkPoint* fTexs;
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const SkColor* fColors;
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const uint16_t* fIndices;
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};
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void SkNinePatch::DrawMesh(SkCanvas* canvas, const SkRect& bounds,
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const SkBitmap& bitmap,
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const int32_t xDivs[], int numXDivs,
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const int32_t yDivs[], int numYDivs,
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const SkPaint* paint) {
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if (bounds.isEmpty() || bitmap.width() == 0 || bitmap.height() == 0) {
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return;
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}
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// should try a quick-reject test before calling lockPixels
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SkAutoLockPixels alp(bitmap);
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// after the lock, it is valid to check
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if (!bitmap.readyToDraw()) {
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return;
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}
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// check for degenerate divs (just an optimization, not required)
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{
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int i;
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int zeros = 0;
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for (i = 0; i < numYDivs && yDivs[i] == 0; i++) {
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zeros += 1;
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}
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numYDivs -= zeros;
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yDivs += zeros;
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for (i = numYDivs - 1; i >= 0 && yDivs[i] == bitmap.height(); --i) {
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numYDivs -= 1;
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}
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}
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Mesh mesh;
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const int numXStretch = (numXDivs + 1) >> 1;
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const int numYStretch = (numYDivs + 1) >> 1;
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if (numXStretch < 1 && numYStretch < 1) {
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canvas->drawBitmapRect(bitmap, bounds, paint);
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return;
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}
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if (false) {
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int i;
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for (i = 0; i < numXDivs; i++) {
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SkDebugf("--- xdivs[%d] %d\n", i, xDivs[i]);
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}
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for (i = 0; i < numYDivs; i++) {
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SkDebugf("--- ydivs[%d] %d\n", i, yDivs[i]);
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}
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}
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SkScalar stretchX = 0, stretchY = 0;
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if (numXStretch > 0) {
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int stretchSize = 0;
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for (int i = 1; i < numXDivs; i += 2) {
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stretchSize += xDivs[i] - xDivs[i-1];
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}
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const SkScalar fixed = SkIntToScalar(bitmap.width() - stretchSize);
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if (bounds.width() >= fixed)
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stretchX = (bounds.width() - fixed) / stretchSize;
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else // reuse stretchX, but keep it negative as a signal
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stretchX = -bounds.width() / fixed;
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}
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if (numYStretch > 0) {
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int stretchSize = 0;
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for (int i = 1; i < numYDivs; i += 2) {
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stretchSize += yDivs[i] - yDivs[i-1];
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}
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const SkScalar fixed = SkIntToScalar(bitmap.height() - stretchSize);
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if (bounds.height() >= fixed)
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stretchY = (bounds.height() - fixed) / stretchSize;
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else // reuse stretchX, but keep it negative as a signal
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stretchY = -bounds.height() / fixed;
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}
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#if 0
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SkDebugf("---- drawasamesh [%d %d] -> [%g %g] <%d %d> (%g %g)\n",
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bitmap.width(), bitmap.height(),
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SkScalarToFloat(bounds.width()), SkScalarToFloat(bounds.height()),
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numXDivs + 1, numYDivs + 1,
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SkScalarToFloat(stretchX), SkScalarToFloat(stretchY));
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#endif
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const int vCount = (numXDivs + 2) * (numYDivs + 2);
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// number of celss * 2 (tris per cell) * 3 (verts per tri)
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const int indexCount = (numXDivs + 1) * (numYDivs + 1) * 2 * 3;
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// allocate 2 times, one for verts, one for texs, plus indices
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SkAutoMalloc storage(vCount * sizeof(SkPoint) * 2 +
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indexCount * sizeof(uint16_t));
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SkPoint* verts = (SkPoint*)storage.get();
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SkPoint* texs = verts + vCount;
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uint16_t* indices = (uint16_t*)(texs + vCount);
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mesh.fVerts = verts;
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mesh.fTexs = texs;
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mesh.fColors = nullptr;
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mesh.fIndices = nullptr;
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// we use <= for YDivs, since the prebuild indices work for 3x2 and 3x1 too
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if (numXDivs == 2 && numYDivs <= 2) {
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mesh.fIndices = g3x3Indices;
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} else {
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SkDEBUGCODE(int n =) fillIndices(indices, numXDivs + 1, numYDivs + 1);
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SkASSERT(n == indexCount);
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mesh.fIndices = indices;
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}
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SkScalar vy = bounds.fTop;
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fillRow(verts, texs, vy, 0, bounds, xDivs, numXDivs,
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stretchX, bitmap.width());
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verts += numXDivs + 2;
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texs += numXDivs + 2;
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for (int y = 0; y < numYDivs; y++) {
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const SkScalar ty = SkIntToScalar(yDivs[y]);
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if (stretchY >= 0) {
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if (y & 1) {
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vy += stretchY;
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} else {
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vy += ty;
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}
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} else { // shrink fixed sections, and collaps stretchy sections
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if (y & 1) {
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;// do nothing
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} else {
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vy += SkScalarMul(ty, -stretchY);
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}
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}
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fillRow(verts, texs, vy, ty, bounds, xDivs, numXDivs,
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stretchX, bitmap.width());
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verts += numXDivs + 2;
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texs += numXDivs + 2;
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}
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fillRow(verts, texs, bounds.fBottom, SkIntToScalar(bitmap.height()),
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bounds, xDivs, numXDivs, stretchX, bitmap.width());
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SkPaint p;
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if (paint) {
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p = *paint;
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}
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p.setShader(SkShader::MakeBitmapShader(bitmap,
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SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode));
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canvas->drawVertices(SkCanvas::kTriangles_VertexMode, vCount,
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mesh.fVerts, mesh.fTexs, mesh.fColors, nullptr,
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mesh.fIndices, indexCount, p);
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}
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///////////////////////////////////////////////////////////////////////////////
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static void drawNineViaRects(SkCanvas* canvas, const SkRect& dst,
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const SkBitmap& bitmap, const SkIRect& margins,
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const SkPaint* paint) {
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const int32_t srcX[4] = {
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0, margins.fLeft, bitmap.width() - margins.fRight, bitmap.width()
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};
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const int32_t srcY[4] = {
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0, margins.fTop, bitmap.height() - margins.fBottom, bitmap.height()
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};
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SkScalar dstX[4] = {
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dst.fLeft, dst.fLeft + SkIntToScalar(margins.fLeft),
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dst.fRight - SkIntToScalar(margins.fRight), dst.fRight
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};
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SkScalar dstY[4] = {
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dst.fTop, dst.fTop + SkIntToScalar(margins.fTop),
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dst.fBottom - SkIntToScalar(margins.fBottom), dst.fBottom
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};
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if (dstX[1] > dstX[2]) {
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dstX[1] = dstX[0] + (dstX[3] - dstX[0]) * SkIntToScalar(margins.fLeft) /
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(SkIntToScalar(margins.fLeft) + SkIntToScalar(margins.fRight));
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dstX[2] = dstX[1];
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}
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if (dstY[1] > dstY[2]) {
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dstY[1] = dstY[0] + (dstY[3] - dstY[0]) * SkIntToScalar(margins.fTop) /
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(SkIntToScalar(margins.fTop) + SkIntToScalar(margins.fBottom));
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dstY[2] = dstY[1];
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}
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SkIRect s;
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SkRect d;
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for (int y = 0; y < 3; y++) {
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s.fTop = srcY[y];
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s.fBottom = srcY[y+1];
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d.fTop = dstY[y];
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d.fBottom = dstY[y+1];
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for (int x = 0; x < 3; x++) {
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s.fLeft = srcX[x];
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s.fRight = srcX[x+1];
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d.fLeft = dstX[x];
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d.fRight = dstX[x+1];
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canvas->drawBitmapRect(bitmap, s, d, paint);
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}
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}
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}
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void SkNinePatch::DrawNine(SkCanvas* canvas, const SkRect& bounds,
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const SkBitmap& bitmap, const SkIRect& margins,
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const SkPaint* paint) {
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/** Our vertices code has numerical precision problems if the transformed
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coordinates land directly on a 1/2 pixel boundary. To work around that
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for now, we only take the vertices case if we are in opengl. Also,
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when not in GL, the vertices impl is slower (more math) than calling
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the viaRects code.
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*/
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if (false /* is our canvas backed by a gpu?*/) {
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int32_t xDivs[2];
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int32_t yDivs[2];
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xDivs[0] = margins.fLeft;
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xDivs[1] = bitmap.width() - margins.fRight;
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yDivs[0] = margins.fTop;
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yDivs[1] = bitmap.height() - margins.fBottom;
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if (xDivs[0] > xDivs[1]) {
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xDivs[0] = bitmap.width() * margins.fLeft /
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(margins.fLeft + margins.fRight);
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xDivs[1] = xDivs[0];
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}
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if (yDivs[0] > yDivs[1]) {
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yDivs[0] = bitmap.height() * margins.fTop /
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(margins.fTop + margins.fBottom);
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yDivs[1] = yDivs[0];
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}
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SkNinePatch::DrawMesh(canvas, bounds, bitmap,
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xDivs, 2, yDivs, 2, paint);
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} else {
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drawNineViaRects(canvas, bounds, bitmap, margins, paint);
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}
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}
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