| // Copyright 2014 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "cc/base/simple_enclosed_region.h" |
| |
| #include <stddef.h> |
| #include <stdint.h> |
| |
| #include "base/check_op.h" |
| #include "cc/base/region.h" |
| #include "ui/gfx/geometry/rect.h" |
| |
| namespace cc { |
| |
| static bool RectIsLargerArea(const gfx::Rect& a, const gfx::Rect b) { |
| int64_t a_area = static_cast<int64_t>(a.width()) * a.height(); |
| int64_t b_area = static_cast<int64_t>(b.width()) * b.height(); |
| return a_area > b_area; |
| } |
| |
| SimpleEnclosedRegion::SimpleEnclosedRegion(const Region& region) { |
| for (gfx::Rect rect : region) |
| Union(rect); |
| } |
| |
| SimpleEnclosedRegion::~SimpleEnclosedRegion() = default; |
| |
| void SimpleEnclosedRegion::Subtract(const gfx::Rect& sub_rect) { |
| // We want to keep as much of the current rect as we can, so find the one |
| // largest rectangle inside |rect_| that does not intersect with |sub_rect|. |
| if (!rect_.Intersects(sub_rect)) |
| return; |
| if (sub_rect.Contains(rect_)) { |
| rect_ = gfx::Rect(); |
| return; |
| } |
| |
| int left = rect_.x(); |
| int right = rect_.right(); |
| int top = rect_.y(); |
| int bottom = rect_.bottom(); |
| |
| int delta_left = sub_rect.x() - left; |
| int delta_right = right - sub_rect.right(); |
| int delta_top = sub_rect.y() - top; |
| int delta_bottom = bottom - sub_rect.bottom(); |
| |
| // The horizontal rect is the larger of the two rectangles above or below |
| // |sub_rect| and inside rect_. |
| int horizontal_top = top; |
| int horizontal_bottom = bottom; |
| if (delta_top > delta_bottom) |
| horizontal_bottom = sub_rect.y(); |
| else |
| horizontal_top = sub_rect.bottom(); |
| // The vertical rect is the larger of the two rectangles to the left or the |
| // right of |sub_rect| and inside rect_. |
| int vertical_left = left; |
| int vertical_right = right; |
| if (delta_left > delta_right) |
| vertical_right = sub_rect.x(); |
| else |
| vertical_left = sub_rect.right(); |
| |
| rect_.SetRect( |
| left, horizontal_top, right - left, horizontal_bottom - horizontal_top); |
| |
| gfx::Rect vertical_rect( |
| vertical_left, top, vertical_right - vertical_left, bottom - top); |
| if (RectIsLargerArea(vertical_rect, rect_)) |
| rect_ = vertical_rect; |
| } |
| |
| void SimpleEnclosedRegion::Union(const gfx::Rect& new_rect) { |
| // We want to keep track of a region but bound its complexity at a constant |
| // size. We keep track of the largest rectangle seen by area. If we can add |
| // the |new_rect| to this rectangle then we do that, as that is the cheapest |
| // way to increase the area returned without increasing the complexity. |
| if (new_rect.IsEmpty()) |
| return; |
| if (rect_.Contains(new_rect)) |
| return; |
| if (new_rect.Contains(rect_)) { |
| rect_ = new_rect; |
| return; |
| } |
| |
| int left = rect_.x(); |
| int top = rect_.y(); |
| int right = rect_.right(); |
| int bottom = rect_.bottom(); |
| |
| int new_left = new_rect.x(); |
| int new_top = new_rect.y(); |
| int new_right = new_rect.right(); |
| int new_bottom = new_rect.bottom(); |
| |
| // This attempts to expand each edge of |rect_| if the |new_rect| entirely |
| // covers or is adjacent to an entire edge of |rect_|. If this is true for |
| // an edge of |rect_| then it can be expanded out to share that edge with the |
| // same edge of |new_rect|. After, the same thing is done to try expand |
| // |new_rect| relative to |rect_|. |
| if (new_top <= top && new_bottom >= bottom) { |
| if (new_left < left && new_right >= left) |
| left = new_left; |
| if (new_right > right && new_left <= right) |
| right = new_right; |
| } else if (new_left <= left && new_right >= right) { |
| if (new_top < top && new_bottom >= top) |
| top = new_top; |
| if (new_bottom > bottom && new_top <= bottom) |
| bottom = new_bottom; |
| } else if (top <= new_top && bottom >= new_bottom) { |
| if (left < new_left && right >= new_left) |
| new_left = left; |
| if (right > new_right && left <= new_right) |
| new_right = right; |
| } else if (left <= new_left && right >= new_right) { |
| if (top < new_top && bottom >= new_top) |
| new_top = top; |
| if (bottom > new_bottom && top <= new_bottom) |
| new_bottom = bottom; |
| } |
| |
| rect_.SetRect(left, top, right - left, bottom - top); |
| int64_t rect_area = static_cast<int64_t>(rect_.width()) * rect_.height(); |
| gfx::Rect adjusted_new_rect( |
| new_left, new_top, new_right - new_left, new_bottom - new_top); |
| int64_t adjust_new_rect_area = |
| static_cast<int64_t>(adjusted_new_rect.width()) * |
| adjusted_new_rect.height(); |
| gfx::Rect overlap = gfx::IntersectRects(rect_, adjusted_new_rect); |
| int64_t overlap_area = |
| static_cast<int64_t>(overlap.width()) * overlap.height(); |
| |
| // Based on the assumption that as we compute occlusion, each step is |
| // more likely to be occluded by things added to this region more recently due |
| // to the way we build scenes with overlapping elements adjacent to each other |
| // in the Z order. So, the area of the new rect has a weight of 2 in the |
| // weighted area calculation. |
| if (adjust_new_rect_area * 2 > rect_area + overlap_area) |
| rect_ = adjusted_new_rect; |
| } |
| |
| gfx::Rect SimpleEnclosedRegion::GetRect(size_t i) const { |
| DCHECK_LT(i, GetRegionComplexity()); |
| return rect_; |
| } |
| |
| } // namespace cc |