Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

191 lines
4.8 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_RECT_H
#define ANDROID_HWUI_RECT_H
#include <cmath>
#include <utils/Log.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Structs
///////////////////////////////////////////////////////////////////////////////
struct Rect {
float left;
float top;
float right;
float bottom;
// Used by Region
typedef float value_type;
inline Rect():
left(0),
top(0),
right(0),
bottom(0) {
}
inline Rect(float left, float top, float right, float bottom):
left(left),
top(top),
right(right),
bottom(bottom) {
}
inline Rect(float width, float height):
left(0.0f),
top(0.0f),
right(width),
bottom(height) {
}
inline Rect(const Rect& r) {
set(r);
}
inline Rect(Rect& r) {
set(r);
}
Rect& operator=(const Rect& r) {
set(r);
return *this;
}
Rect& operator=(Rect& r) {
set(r);
return *this;
}
friend int operator==(const Rect& a, const Rect& b) {
return !memcmp(&a, &b, sizeof(a));
}
friend int operator!=(const Rect& a, const Rect& b) {
return memcmp(&a, &b, sizeof(a));
}
inline void clear() {
left = top = right = bottom = 0.0f;
}
inline bool isEmpty() const {
return left >= right || top >= bottom;
}
inline void setEmpty() {
left = top = right = bottom = 0.0f;
}
inline void set(float left, float top, float right, float bottom) {
this->left = left;
this->right = right;
this->top = top;
this->bottom = bottom;
}
inline void set(const Rect& r) {
set(r.left, r.top, r.right, r.bottom);
}
inline float getWidth() const {
return right - left;
}
inline float getHeight() const {
return bottom - top;
}
bool intersects(float left, float top, float right, float bottom) const {
return left < right && top < bottom &&
this->left < this->right && this->top < this->bottom &&
this->left < right && left < this->right &&
this->top < bottom && top < this->bottom;
}
bool intersects(const Rect& r) const {
return intersects(r.left, r.top, r.right, r.bottom);
}
bool intersect(float left, float top, float right, float bottom) {
if (left < right && top < bottom && !this->isEmpty() &&
this->left < right && left < this->right &&
this->top < bottom && top < this->bottom) {
if (this->left < left) this->left = left;
if (this->top < top) this->top = top;
if (this->right > right) this->right = right;
if (this->bottom > bottom) this->bottom = bottom;
return true;
}
return false;
}
bool intersect(const Rect& r) {
return intersect(r.left, r.top, r.right, r.bottom);
}
bool unionWith(const Rect& r) {
if (r.left < r.right && r.top < r.bottom) {
if (left < right && top < bottom) {
if (left > r.left) left = r.left;
if (top > r.top) top = r.top;
if (right < r.right) right = r.right;
if (bottom < r.bottom) bottom = r.bottom;
return true;
} else {
left = r.left;
top = r.top;
right = r.right;
bottom = r.bottom;
return true;
}
}
return false;
}
void translate(float dx, float dy) {
left += dx;
right += dx;
top += dy;
bottom += dy;
}
void snapToPixelBoundaries() {
left = floorf(left + 0.5f);
top = floorf(top + 0.5f);
right = floorf(right + 0.5f);
bottom = floorf(bottom + 0.5f);
}
void dump() const {
LOGD("Rect[l=%f t=%f r=%f b=%f]", left, top, right, bottom);
}
}; // struct Rect
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_RECT_H