gfx/skia/trunk/src/core/SkRect.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/skia/trunk/src/core/SkRect.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,168 @@
     1.4 +
     1.5 +/*
     1.6 + * Copyright 2006 The Android Open Source Project
     1.7 + *
     1.8 + * Use of this source code is governed by a BSD-style license that can be
     1.9 + * found in the LICENSE file.
    1.10 + */
    1.11 +
    1.12 +
    1.13 +#include "SkRect.h"
    1.14 +
    1.15 +void SkIRect::join(int32_t left, int32_t top, int32_t right, int32_t bottom) {
    1.16 +    // do nothing if the params are empty
    1.17 +    if (left >= right || top >= bottom) {
    1.18 +        return;
    1.19 +    }
    1.20 +
    1.21 +    // if we are empty, just assign
    1.22 +    if (fLeft >= fRight || fTop >= fBottom) {
    1.23 +        this->set(left, top, right, bottom);
    1.24 +    } else {
    1.25 +        if (left < fLeft) fLeft = left;
    1.26 +        if (top < fTop) fTop = top;
    1.27 +        if (right > fRight) fRight = right;
    1.28 +        if (bottom > fBottom) fBottom = bottom;
    1.29 +    }
    1.30 +}
    1.31 +
    1.32 +void SkIRect::sort() {
    1.33 +    if (fLeft > fRight) {
    1.34 +        SkTSwap<int32_t>(fLeft, fRight);
    1.35 +    }
    1.36 +    if (fTop > fBottom) {
    1.37 +        SkTSwap<int32_t>(fTop, fBottom);
    1.38 +    }
    1.39 +}
    1.40 +
    1.41 +/////////////////////////////////////////////////////////////////////////////
    1.42 +
    1.43 +void SkRect::sort() {
    1.44 +    if (fLeft > fRight) {
    1.45 +        SkTSwap<SkScalar>(fLeft, fRight);
    1.46 +    }
    1.47 +    if (fTop > fBottom) {
    1.48 +        SkTSwap<SkScalar>(fTop, fBottom);
    1.49 +    }
    1.50 +}
    1.51 +
    1.52 +void SkRect::toQuad(SkPoint quad[4]) const {
    1.53 +    SkASSERT(quad);
    1.54 +
    1.55 +    quad[0].set(fLeft, fTop);
    1.56 +    quad[1].set(fRight, fTop);
    1.57 +    quad[2].set(fRight, fBottom);
    1.58 +    quad[3].set(fLeft, fBottom);
    1.59 +}
    1.60 +
    1.61 +bool SkRect::setBoundsCheck(const SkPoint pts[], int count) {
    1.62 +    SkASSERT((pts && count > 0) || count == 0);
    1.63 +
    1.64 +    bool isFinite = true;
    1.65 +
    1.66 +    if (count <= 0) {
    1.67 +        sk_bzero(this, sizeof(SkRect));
    1.68 +    } else {
    1.69 +        SkScalar    l, t, r, b;
    1.70 +
    1.71 +        l = r = pts[0].fX;
    1.72 +        t = b = pts[0].fY;
    1.73 +
    1.74 +        // If all of the points are finite, accum should stay 0. If we encounter
    1.75 +        // a NaN or infinity, then accum should become NaN.
    1.76 +        float accum = 0;
    1.77 +        accum *= l; accum *= t;
    1.78 +
    1.79 +        for (int i = 1; i < count; i++) {
    1.80 +            SkScalar x = pts[i].fX;
    1.81 +            SkScalar y = pts[i].fY;
    1.82 +
    1.83 +            accum *= x; accum *= y;
    1.84 +
    1.85 +            // we use if instead of if/else, so we can generate min/max
    1.86 +            // float instructions (at least on SSE)
    1.87 +            if (x < l) l = x;
    1.88 +            if (x > r) r = x;
    1.89 +
    1.90 +            if (y < t) t = y;
    1.91 +            if (y > b) b = y;
    1.92 +        }
    1.93 +
    1.94 +        SkASSERT(!accum || !SkScalarIsFinite(accum));
    1.95 +        if (accum) {
    1.96 +            l = t = r = b = 0;
    1.97 +            isFinite = false;
    1.98 +        }
    1.99 +        this->set(l, t, r, b);
   1.100 +    }
   1.101 +
   1.102 +    return isFinite;
   1.103 +}
   1.104 +
   1.105 +bool SkRect::intersect(SkScalar left, SkScalar top, SkScalar right,
   1.106 +                       SkScalar bottom) {
   1.107 +    if (left < right && top < bottom && !this->isEmpty() && // check for empties
   1.108 +        fLeft < right && left < fRight && fTop < bottom && top < fBottom)
   1.109 +    {
   1.110 +        if (fLeft < left) fLeft = left;
   1.111 +        if (fTop < top) fTop = top;
   1.112 +        if (fRight > right) fRight = right;
   1.113 +        if (fBottom > bottom) fBottom = bottom;
   1.114 +        return true;
   1.115 +    }
   1.116 +    return false;
   1.117 +}
   1.118 +
   1.119 +bool SkRect::intersect(const SkRect& r) {
   1.120 +    SkASSERT(&r);
   1.121 +    return this->intersect(r.fLeft, r.fTop, r.fRight, r.fBottom);
   1.122 +}
   1.123 +
   1.124 +bool SkRect::intersect2(const SkRect& r) {
   1.125 +    SkASSERT(&r);
   1.126 +    SkScalar L = SkMaxScalar(fLeft, r.fLeft);
   1.127 +    SkScalar R = SkMinScalar(fRight, r.fRight);
   1.128 +    if (L >= R) {
   1.129 +        return false;
   1.130 +    }
   1.131 +    SkScalar T = SkMaxScalar(fTop, r.fTop);
   1.132 +    SkScalar B = SkMinScalar(fBottom, r.fBottom);
   1.133 +    if (T >= B) {
   1.134 +        return false;
   1.135 +    }
   1.136 +    this->set(L, T, R, B);
   1.137 +    return true;
   1.138 +}
   1.139 +
   1.140 +bool SkRect::intersect(const SkRect& a, const SkRect& b) {
   1.141 +    SkASSERT(&a && &b);
   1.142 +
   1.143 +    if (!a.isEmpty() && !b.isEmpty() &&
   1.144 +        a.fLeft < b.fRight && b.fLeft < a.fRight &&
   1.145 +        a.fTop < b.fBottom && b.fTop < a.fBottom) {
   1.146 +        fLeft   = SkMaxScalar(a.fLeft,   b.fLeft);
   1.147 +        fTop    = SkMaxScalar(a.fTop,    b.fTop);
   1.148 +        fRight  = SkMinScalar(a.fRight,  b.fRight);
   1.149 +        fBottom = SkMinScalar(a.fBottom, b.fBottom);
   1.150 +        return true;
   1.151 +    }
   1.152 +    return false;
   1.153 +}
   1.154 +
   1.155 +void SkRect::join(SkScalar left, SkScalar top, SkScalar right,
   1.156 +                  SkScalar bottom) {
   1.157 +    // do nothing if the params are empty
   1.158 +    if (left >= right || top >= bottom) {
   1.159 +        return;
   1.160 +    }
   1.161 +
   1.162 +    // if we are empty, just assign
   1.163 +    if (fLeft >= fRight || fTop >= fBottom) {
   1.164 +        this->set(left, top, right, bottom);
   1.165 +    } else {
   1.166 +        if (left < fLeft) fLeft = left;
   1.167 +        if (top < fTop) fTop = top;
   1.168 +        if (right > fRight) fRight = right;
   1.169 +        if (bottom > fBottom) fBottom = bottom;
   1.170 +    }
   1.171 +}

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