8a1c16ff38
git-svn-id: http://skia.googlecode.com/svn/trunk@27 2bbb7eff-a529-9590-31e7-b0007b416f81
436 lines
15 KiB
C
436 lines
15 KiB
C
/*
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* Copyright (C) 2006 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef SkRect_DEFINED
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#define SkRect_DEFINED
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#include "SkPoint.h"
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/** \struct SkIRect
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SkIRect holds four 32 bit integer coordinates for a rectangle
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*/
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struct SkIRect {
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int32_t fLeft, fTop, fRight, fBottom;
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/** Return true if the rectangle's width or height are <= 0
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*/
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bool isEmpty() const { return fLeft >= fRight || fTop >= fBottom; }
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/** Returns the rectangle's width. This does not check for a valid rectangle (i.e. left <= right)
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so the result may be negative.
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*/
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int width() const { return fRight - fLeft; }
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/** Returns the rectangle's height. This does not check for a valid rectangle (i.e. top <= bottom)
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so the result may be negative.
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*/
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int height() const { return fBottom - fTop; }
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friend int operator==(const SkIRect& a, const SkIRect& b)
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{
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return !memcmp(&a, &b, sizeof(a));
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}
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friend int operator!=(const SkIRect& a, const SkIRect& b)
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{
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return memcmp(&a, &b, sizeof(a));
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}
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/** Set the rectangle to (0,0,0,0)
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*/
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void setEmpty() { memset(this, 0, sizeof(*this)); }
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void set(int32_t left, int32_t top, int32_t right, int32_t bottom)
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{
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fLeft = left;
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fTop = top;
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fRight = right;
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fBottom = bottom;
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}
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/** Offset set the rectangle by adding dx to its left and right,
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and adding dy to its top and bottom.
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*/
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void offset(int32_t dx, int32_t dy)
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{
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fLeft += dx;
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fTop += dy;
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fRight += dx;
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fBottom += dy;
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}
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/** Inset the rectangle by (dx,dy). If dx is positive, then the sides are moved inwards,
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making the rectangle narrower. If dx is negative, then the sides are moved outwards,
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making the rectangle wider. The same hods true for dy and the top and bottom.
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*/
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void inset(int32_t dx, int32_t dy)
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{
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fLeft += dx;
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fTop += dy;
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fRight -= dx;
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fBottom -= dy;
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}
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/** Returns true if (x,y) is inside the rectangle and the rectangle is not
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empty. The left and top are considered to be inside, while the right
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and bottom are not. Thus for the rectangle (0, 0, 5, 10), the
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points (0,0) and (0,9) are inside, while (-1,0) and (5,9) are not.
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*/
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bool contains(int32_t x, int32_t y) const
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{
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return (unsigned)(x - fLeft) < (unsigned)(fRight - fLeft) &&
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(unsigned)(y - fTop) < (unsigned)(fBottom - fTop);
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}
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/** Returns true if the 4 specified sides of a rectangle are inside or equal to this rectangle.
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If either rectangle is empty, contains() returns false.
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*/
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bool contains(int32_t left, int32_t top, int32_t right, int32_t bottom) const
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{
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return left < right && top < bottom && !this->isEmpty() && // check for empties
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fLeft <= left && fTop <= top &&
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fRight >= right && fBottom >= bottom;
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}
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/** Returns true if the specified rectangle r is inside or equal to this rectangle.
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*/
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bool contains(const SkIRect& r) const
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{
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return !r.isEmpty() && !this->isEmpty() && // check for empties
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fLeft <= r.fLeft && fTop <= r.fTop &&
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fRight >= r.fRight && fBottom >= r.fBottom;
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}
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/** Return true if this rectangle contains the specified rectangle.
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For speed, this method does not check if either this or the specified
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rectangles are empty, and if either is, its return value is undefined.
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In the debugging build however, we assert that both this and the
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specified rectangles are non-empty.
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*/
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bool containsNoEmptyCheck(int32_t left, int32_t top,
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int32_t right, int32_t bottom) const
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{
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SkASSERT(fLeft < fRight && fTop < fBottom);
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SkASSERT(left < right && top < bottom);
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return fLeft <= left && fTop <= top &&
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fRight >= right && fBottom >= bottom;
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}
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/** If r intersects this rectangle, return true and set this rectangle to that
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intersection, otherwise return false and do not change this rectangle.
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If either rectangle is empty, do nothing and return false.
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*/
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bool intersect(const SkIRect& r)
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{
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SkASSERT(&r);
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return this->intersect(r.fLeft, r.fTop, r.fRight, r.fBottom);
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}
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/** If rectangles a and b intersect, return true and set this rectangle to
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that intersection, otherwise return false and do not change this
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rectangle. If either rectangle is empty, do nothing and return false.
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*/
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bool intersect(const SkIRect& a, const SkIRect& b)
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{
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SkASSERT(&a && &b);
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if (!a.isEmpty() && !b.isEmpty() &&
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a.fLeft < b.fRight && b.fLeft < a.fRight &&
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a.fTop < b.fBottom && b.fTop < a.fBottom)
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{
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fLeft = SkMax32(a.fLeft, b.fLeft);
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fTop = SkMax32(a.fTop, b.fTop);
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fRight = SkMin32(a.fRight, b.fRight);
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fBottom = SkMin32(a.fBottom, b.fBottom);
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return true;
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}
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return false;
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}
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/** If rectangles a and b intersect, return true and set this rectangle to
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that intersection, otherwise return false and do not change this
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rectangle. For speed, no check to see if a or b are empty is performed.
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If either is, then the return result is undefined. In the debug build,
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we assert that both rectangles are non-empty.
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*/
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bool intersectNoEmptyCheck(const SkIRect& a, const SkIRect& b)
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{
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SkASSERT(&a && &b);
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SkASSERT(!a.isEmpty() && !b.isEmpty());
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if (a.fLeft < b.fRight && b.fLeft < a.fRight &&
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a.fTop < b.fBottom && b.fTop < a.fBottom)
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{
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fLeft = SkMax32(a.fLeft, b.fLeft);
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fTop = SkMax32(a.fTop, b.fTop);
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fRight = SkMin32(a.fRight, b.fRight);
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fBottom = SkMin32(a.fBottom, b.fBottom);
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return true;
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}
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return false;
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}
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/** If the rectangle specified by left,top,right,bottom intersects this rectangle,
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return true and set this rectangle to that intersection,
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otherwise return false and do not change this rectangle.
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If either rectangle is empty, do nothing and return false.
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*/
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bool intersect(int32_t left, int32_t top, int32_t right, int32_t bottom)
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{
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if (left < right && top < bottom && !this->isEmpty() &&
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fLeft < right && left < fRight && fTop < bottom && top < fBottom)
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{
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if (fLeft < left) fLeft = left;
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if (fTop < top) fTop = top;
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if (fRight > right) fRight = right;
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if (fBottom > bottom) fBottom = bottom;
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return true;
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}
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return false;
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}
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/** Returns true if a and b are not empty, and they intersect
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*/
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static bool Intersects(const SkIRect& a, const SkIRect& b)
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{
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return !a.isEmpty() && !b.isEmpty() && // check for empties
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a.fLeft < b.fRight && b.fLeft < a.fRight &&
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a.fTop < b.fBottom && b.fTop < a.fBottom;
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}
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/** Update this rectangle to enclose itself and the specified rectangle.
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If this rectangle is empty, just set it to the specified rectangle. If the specified
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rectangle is empty, do nothing.
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*/
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void join(int32_t left, int32_t top, int32_t right, int32_t bottom);
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/** Update this rectangle to enclose itself and the specified rectangle.
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If this rectangle is empty, just set it to the specified rectangle. If the specified
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rectangle is empty, do nothing.
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*/
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void join(const SkIRect& r)
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{
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this->join(r.fLeft, r.fTop, r.fRight, r.fBottom);
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}
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/** Swap top/bottom or left/right if there are flipped.
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This can be called if the edges are computed separately,
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and may have crossed over each other.
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When this returns, left <= right && top <= bottom
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*/
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void sort();
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};
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/** \struct SkRect
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*/
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struct SkRect {
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SkScalar fLeft, fTop, fRight, fBottom;
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/** Return true if the rectangle's width or height are <= 0
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*/
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bool isEmpty() const { return fLeft >= fRight || fTop >= fBottom; }
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SkScalar width() const { return fRight - fLeft; }
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SkScalar height() const { return fBottom - fTop; }
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SkScalar centerX() const { return SkScalarHalf(fLeft + fRight); }
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SkScalar centerY() const { return SkScalarHalf(fTop + fBottom); }
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friend int operator==(const SkRect& a, const SkRect& b)
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{
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return !memcmp(&a, &b, sizeof(a));
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}
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friend int operator!=(const SkRect& a, const SkRect& b)
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{
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return memcmp(&a, &b, sizeof(a));
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}
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/** return the 4 points that enclose the rectangle
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*/
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void toQuad(SkPoint quad[4]) const;
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/** Set this rectangle to the empty rectangle (0,0,0,0)
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*/
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void setEmpty() { memset(this, 0, sizeof(*this)); }
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void set(const SkIRect& src)
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{
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fLeft = SkIntToScalar(src.fLeft);
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fTop = SkIntToScalar(src.fTop);
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fRight = SkIntToScalar(src.fRight);
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fBottom = SkIntToScalar(src.fBottom);
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}
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void set(SkScalar left, SkScalar top, SkScalar right, SkScalar bottom)
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{
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fLeft = left;
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fTop = top;
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fRight = right;
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fBottom = bottom;
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}
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/** Initialize the rect with the 4 specified integers. The routine handles
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converting them to scalars (by calling SkIntToScalar)
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*/
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void iset(int left, int top, int right, int bottom) {
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fLeft = SkIntToScalar(left);
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fTop = SkIntToScalar(top);
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fRight = SkIntToScalar(right);
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fBottom = SkIntToScalar(bottom);
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}
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/** Set this rectangle to be the bounds of the array of points.
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If the array is empty (count == 0), then set this rectangle
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to the empty rectangle (0,0,0,0)
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*/
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void set(const SkPoint pts[], int count);
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/** Offset set the rectangle by adding dx to its left and right,
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and adding dy to its top and bottom.
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*/
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void offset(SkScalar dx, SkScalar dy)
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{
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fLeft += dx;
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fTop += dy;
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fRight += dx;
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fBottom += dy;
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}
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/** Inset the rectangle by (dx,dy). If dx is positive, then the sides are moved inwards,
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making the rectangle narrower. If dx is negative, then the sides are moved outwards,
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making the rectangle wider. The same hods true for dy and the top and bottom.
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*/
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void inset(SkScalar dx, SkScalar dy)
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{
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fLeft += dx;
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fTop += dy;
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fRight -= dx;
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fBottom -= dy;
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}
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/** If this rectangle intersects r, return true and set this rectangle to that
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intersection, otherwise return false and do not change this rectangle.
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If either rectangle is empty, do nothing and return false.
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*/
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bool intersect(const SkRect& r);
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/** If this rectangle intersects the rectangle specified by left, top, right, bottom,
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return true and set this rectangle to that intersection, otherwise return false
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and do not change this rectangle.
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If either rectangle is empty, do nothing and return false.
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*/
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bool intersect(SkScalar left, SkScalar top, SkScalar right, SkScalar bottom);
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/** Return true if this rectangle is not empty, and the specified sides of
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a rectangle are not empty, and they intersect.
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*/
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bool intersects(SkScalar left, SkScalar top, SkScalar right, SkScalar bottom) const
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{
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return // first check that both are not empty
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left < right && top < bottom &&
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fLeft < fRight && fTop < fBottom &&
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// now check for intersection
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fLeft < right && left < fRight &&
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fTop < bottom && top < fBottom;
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}
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/** Return true if rectangles a and b are not empty and intersect.
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*/
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static bool Intersects(const SkRect& a, const SkRect& b)
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{
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return !a.isEmpty() && !b.isEmpty() && // check for empties
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a.fLeft < b.fRight && b.fLeft < a.fRight &&
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a.fTop < b.fBottom && b.fTop < a.fBottom;
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}
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/** Update this rectangle to enclose itself and the specified rectangle.
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If this rectangle is empty, just set it to the specified rectangle. If the specified
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rectangle is empty, do nothing.
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*/
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void join(SkScalar left, SkScalar top, SkScalar right, SkScalar bottom);
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/** Update this rectangle to enclose itself and the specified rectangle.
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If this rectangle is empty, just set it to the specified rectangle. If the specified
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rectangle is empty, do nothing.
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*/
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void join(const SkRect& r)
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{
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this->join(r.fLeft, r.fTop, r.fRight, r.fBottom);
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}
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/** Returns true if (p.fX,p.fY) is inside the rectangle. The left and top coordinates of
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the rectangle are considered to be inside, while the right and bottom coordinates
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are not. Thus for the rectangle (0, 0, 5, 10), the points (0,0) and (0,9) are inside,
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while (-1,0) and (5,9) are not.
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If this rectangle is empty, return false.
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*/
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bool contains(const SkPoint& p) const
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{
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return !this->isEmpty() &&
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fLeft <= p.fX && p.fX < fRight &&
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fTop <= p.fY && p.fY < fBottom;
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}
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/** Returns true if (x,y) is inside the rectangle. The left and top coordinates of
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the rectangle are considered to be inside, while the right and bottom coordinates
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are not. Thus for the rectangle (0, 0, 5, 10), the points (0,0) and (0,9) are inside,
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while (-1,0) and (5,9) are not.
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If this rectangle is empty, return false.
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*/
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bool contains(SkScalar x, SkScalar y) const
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{
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return !this->isEmpty() &&
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fLeft <= x && x < fRight &&
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fTop <= y && y < fBottom;
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}
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/** Return true if this rectangle contains r.
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If either rectangle is empty, return false.
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*/
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bool contains(const SkRect& r) const
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{
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return !r.isEmpty() && !this->isEmpty() && // check for empties
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fLeft <= r.fLeft && fTop <= r.fTop &&
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fRight >= r.fRight && fBottom >= r.fBottom;
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}
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/** Set the dst integer rectangle by rounding this rectangle's coordinates
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to their nearest integer values.
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*/
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void round(SkIRect* dst) const
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{
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SkASSERT(dst);
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dst->set(SkScalarRound(fLeft), SkScalarRound(fTop), SkScalarRound(fRight), SkScalarRound(fBottom));
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}
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/** Set the dst integer rectangle by rounding "out" this rectangle, choosing the floor of top and left,
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and the ceiling of right and bototm.
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*/
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void roundOut(SkIRect* dst) const
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{
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SkASSERT(dst);
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dst->set(SkScalarFloor(fLeft), SkScalarFloor(fTop), SkScalarCeil(fRight), SkScalarCeil(fBottom));
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}
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/** Swap top/bottom or left/right if there are flipped.
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This can be called if the edges are computed separately,
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and may have crossed over each other.
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When this returns, left <= right && top <= bottom
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*/
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void sort();
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};
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#endif
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