267 lines
8.9 KiB
C
267 lines
8.9 KiB
C
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/*
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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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#pragma once
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#include "Vertex.h"
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#include <utils/Log.h>
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#include <SkRect.h>
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#include <algorithm>
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#include <cmath>
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#include <iomanip>
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#include <ostream>
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namespace android {
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namespace uirenderer {
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#define RECT_STRING "%5.2f %5.2f %5.2f %5.2f"
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#define RECT_ARGS(r) (r).left, (r).top, (r).right, (r).bottom
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#define SK_RECT_ARGS(r) (r).left(), (r).top(), (r).right(), (r).bottom()
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///////////////////////////////////////////////////////////////////////////////
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// Structs
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///////////////////////////////////////////////////////////////////////////////
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class Rect {
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public:
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float left;
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float top;
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float right;
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float bottom;
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// Used by Region
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typedef float value_type;
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// we don't provide copy-ctor and operator= on purpose
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// because we want the compiler generated versions
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inline Rect() : left(0), top(0), right(0), bottom(0) {}
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inline Rect(float left, float top, float right, float bottom)
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: left(left), top(top), right(right), bottom(bottom) {}
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inline Rect(float width, float height) : left(0.0f), top(0.0f), right(width), bottom(height) {}
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inline Rect(const SkIRect& rect) // NOLINT(google-explicit-constructor)
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:
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left(rect.fLeft)
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, top(rect.fTop)
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, right(rect.fRight)
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, bottom(rect.fBottom) {}
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inline Rect(const SkRect& rect) // NOLINT(google-explicit-constructor)
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:
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left(rect.fLeft)
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, top(rect.fTop)
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, right(rect.fRight)
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, bottom(rect.fBottom) {}
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friend int operator==(const Rect& a, const Rect& b) { return !memcmp(&a, &b, sizeof(a)); }
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friend int operator!=(const Rect& a, const Rect& b) { return memcmp(&a, &b, sizeof(a)); }
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inline void clear() { left = top = right = bottom = 0.0f; }
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inline bool isEmpty() const {
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// this is written in such way this it'll handle NANs to return
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// true (empty)
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return !((left < right) && (top < bottom));
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}
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inline void setEmpty() { left = top = right = bottom = 0.0f; }
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inline void set(float left, float top, float right, float bottom) {
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this->left = left;
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this->right = right;
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this->top = top;
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this->bottom = bottom;
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}
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inline void set(const Rect& r) { set(r.left, r.top, r.right, r.bottom); }
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inline void set(const SkIRect& r) { set(r.left(), r.top(), r.right(), r.bottom()); }
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inline float getWidth() const { return right - left; }
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inline float getHeight() const { return bottom - top; }
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bool intersects(float l, float t, float r, float b) const {
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float tempLeft = std::max(left, l);
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float tempTop = std::max(top, t);
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float tempRight = std::min(right, r);
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float tempBottom = std::min(bottom, b);
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return ((tempLeft < tempRight) && (tempTop < tempBottom)); // !isEmpty
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}
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bool intersects(const Rect& r) const { return intersects(r.left, r.top, r.right, r.bottom); }
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/**
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* This method is named 'doIntersect' instead of 'intersect' so as not to be confused with
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* SkRect::intersect / android.graphics.Rect#intersect behavior, which do not modify the object
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* if the intersection of the rects would be empty.
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*/
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void doIntersect(float l, float t, float r, float b) {
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left = std::max(left, l);
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top = std::max(top, t);
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right = std::min(right, r);
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bottom = std::min(bottom, b);
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}
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void doIntersect(const Rect& r) { doIntersect(r.left, r.top, r.right, r.bottom); }
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inline bool contains(float l, float t, float r, float b) const {
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return l >= left && t >= top && r <= right && b <= bottom;
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}
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inline bool contains(const Rect& r) const { return contains(r.left, r.top, r.right, r.bottom); }
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bool unionWith(const Rect& r) {
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if (r.left < r.right && r.top < r.bottom) {
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if (left < right && top < bottom) {
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if (left > r.left) left = r.left;
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if (top > r.top) top = r.top;
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if (right < r.right) right = r.right;
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if (bottom < r.bottom) bottom = r.bottom;
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return true;
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} else {
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left = r.left;
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top = r.top;
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right = r.right;
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bottom = r.bottom;
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return true;
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}
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}
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return false;
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}
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void translate(float dx, float dy) {
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left += dx;
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right += dx;
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top += dy;
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bottom += dy;
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}
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void inset(float delta) { outset(-delta); }
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void outset(float delta) {
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left -= delta;
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top -= delta;
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right += delta;
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bottom += delta;
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}
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void outset(float xdelta, float ydelta) {
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left -= xdelta;
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top -= ydelta;
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right += xdelta;
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bottom += ydelta;
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}
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/**
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* Similar to snapToPixelBoundaries, but estimates bounds conservatively to handle GL rounding
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* errors.
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*
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* This function should be used whenever estimating the damage rect of geometry already mapped
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* into layer space.
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*/
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void snapGeometryToPixelBoundaries(bool snapOut) {
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if (snapOut) {
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/* For AA geometry with a ramp perimeter, don't snap by rounding - AA geometry will have
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* a 0.5 pixel perimeter not accounted for in its bounds. Instead, snap by
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* conservatively rounding out the bounds with floor/ceil.
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*
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* In order to avoid changing integer bounds with floor/ceil due to rounding errors
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* inset the bounds first by the fudge factor. Very small fraction-of-a-pixel errors
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* from this inset will only incur similarly small errors in output, due to transparency
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* in extreme outside of the geometry.
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*/
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left = floorf(left + Vertex::GeometryFudgeFactor());
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top = floorf(top + Vertex::GeometryFudgeFactor());
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right = ceilf(right - Vertex::GeometryFudgeFactor());
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bottom = ceilf(bottom - Vertex::GeometryFudgeFactor());
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} else {
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/* For other geometry, we do the regular rounding in order to snap, but also outset the
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* bounds by a fudge factor. This ensures that ambiguous geometry (e.g. a non-AA Rect
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* with top left at (0.5, 0.5)) will err on the side of a larger damage rect.
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*/
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left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor());
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top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor());
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right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor());
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bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor());
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}
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}
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void snapToPixelBoundaries() {
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left = floorf(left + 0.5f);
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top = floorf(top + 0.5f);
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right = floorf(right + 0.5f);
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bottom = floorf(bottom + 0.5f);
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}
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void roundOut() {
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left = floorf(left);
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top = floorf(top);
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right = ceilf(right);
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bottom = ceilf(bottom);
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}
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/*
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* Similar to unionWith, except this makes the assumption that both rects are non-empty
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* to avoid both emptiness checks.
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*/
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void expandToCover(const Rect& other) {
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left = std::min(left, other.left);
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top = std::min(top, other.top);
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right = std::max(right, other.right);
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bottom = std::max(bottom, other.bottom);
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}
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void expandToCover(float x, float y) {
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left = std::min(left, x);
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top = std::min(top, y);
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right = std::max(right, x);
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bottom = std::max(bottom, y);
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}
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SkRect toSkRect() const { return SkRect::MakeLTRB(left, top, right, bottom); }
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SkIRect toSkIRect() const { return SkIRect::MakeLTRB(left, top, right, bottom); }
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void dump(const char* label = nullptr) const {
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ALOGD("%s[l=%.2f t=%.2f r=%.2f b=%.2f]", label ? label : "Rect", left, top, right, bottom);
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}
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friend std::ostream& operator<<(std::ostream& os, const Rect& rect) {
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if (rect.isEmpty()) {
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// Print empty, but continue, since empty rects may still have useful coordinate info
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os << "(empty)";
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}
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if (rect.left == 0 && rect.top == 0) {
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return os << "[" << rect.right << " x " << rect.bottom << "]";
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}
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return os << "[" << rect.left << " " << rect.top << " " << rect.right << " " << rect.bottom
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<< "]";
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}
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}; // class Rect
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} // namespace uirenderer
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} // namespace android
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