Romain Guy ae88e5e8e9 Fix rendering issue with layers.
A change was made earlier in the renderer to not snap the current clip rect
on every clip operation. The clip rect must not be snapped to pixel boundaries
before being used for pixel precision operations. Some operations were doing
this correctly, others were not. For instance, a layer was always created by
rounding to the correct pixels, but composing a layer was done with a non
rounded clip, thus resulting in slightly odd behaviors.

Change-Id: I31c2cf0a343450470bcd449c3f13fe37648b9c7c
2010-10-22 17:49:18 -07:00

168 lines
4.3 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_UI_RECT_H
#define ANDROID_UI_RECT_H
#include <utils/Log.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Structs
///////////////////////////////////////////////////////////////////////////////
struct Rect {
float left;
float top;
float right;
float bottom;
Rect():
left(0),
top(0),
right(0),
bottom(0) {
}
Rect(float left, float top, float right, float bottom):
left(left),
top(top),
right(right),
bottom(bottom) {
}
Rect(const Rect& r) {
set(r);
}
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));
}
bool isEmpty() const {
return left >= right || top >= bottom;
}
void setEmpty() {
memset(this, 0, sizeof(*this));
}
void set(float left, float top, float right, float bottom) {
this->left = left;
this->right = right;
this->top = top;
this->bottom = bottom;
}
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 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_UI_RECT_H