7b8a808b7d
When closing a namespace a } is sufficient. It doesn't need to be }; like closing a class or enum. Within frameworks/base/libs/hwui there is a mix between } and }; when closing a namespace. There are even mixes between a .h and the corresponding .cpp files. In a separate CL I was asked to not close with };. That was a good comment. I adopted the style from nearby code. This CL cleans up the nearby code. Test: I made sure the code still built as expected. Change-Id: Ieb314a4f48d6e33752463f3be4361fdc9be97482
80 lines
2.2 KiB
C++
80 lines
2.2 KiB
C++
/*
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* Copyright (C) 2010 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 ANDROID_HWUI_VERTEX_H
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#define ANDROID_HWUI_VERTEX_H
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#include "Vector.h"
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#include "utils/Macros.h"
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namespace android {
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namespace uirenderer {
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/**
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* Simple structure to describe a vertex with a position and a texture.
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*/
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struct Vertex {
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/**
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* Fudge-factor used to disambiguate geometry pixel positioning.
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*
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* Used to offset lines and points to avoid ambiguous intersection with pixel centers (see
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* Program::set()), and used to make geometry damage rect calculation conservative (see
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* Rect::snapGeometryToPixelBoundaries())
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*/
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static float GeometryFudgeFactor() { return 0.0656f; }
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float x, y;
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static inline void set(Vertex* vertex, float x, float y) {
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vertex->x = x;
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vertex->y = y;
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}
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static inline void set(Vertex* vertex, Vector2 val) { set(vertex, val.x, val.y); }
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static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) {
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set(vertex, src.x + x, src.y + y);
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}
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}; // struct Vertex
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REQUIRE_COMPATIBLE_LAYOUT(Vertex);
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/**
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* Simple structure to describe a vertex with a position and texture UV.
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*/
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struct TextureVertex {
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float x, y;
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float u, v;
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static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
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*vertex = {x, y, u, v};
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}
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static inline void setUV(TextureVertex* vertex, float u, float v) {
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vertex[0].u = u;
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vertex[0].v = v;
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}
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}; // struct TextureVertex
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REQUIRE_COMPATIBLE_LAYOUT(TextureVertex);
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} // namespace uirenderer
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} // namespace android
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#endif // ANDROID_HWUI_VERTEX_H
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