/* * Copyright 2010 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkRasterClip_DEFINED #define SkRasterClip_DEFINED #include "SkRegion.h" #include "SkAAClip.h" class SkRasterClip { public: SkRasterClip(); SkRasterClip(const SkIRect&); SkRasterClip(const SkRasterClip&); ~SkRasterClip(); bool isBW() const { return fIsBW; } bool isAA() const { return !fIsBW; } const SkRegion& bwRgn() const { SkASSERT(fIsBW); return fBW; } const SkAAClip& aaRgn() const { SkASSERT(!fIsBW); return fAA; } bool isEmpty() const { SkASSERT(this->computeIsEmpty() == fIsEmpty); return fIsEmpty; } bool isRect() const { SkASSERT(this->computeIsRect() == fIsRect); return fIsRect; } bool isComplex() const; const SkIRect& getBounds() const; bool setEmpty(); bool setRect(const SkIRect&); bool setPath(const SkPath& path, const SkRegion& clip, bool doAA); bool setPath(const SkPath& path, const SkIRect& clip, bool doAA); bool op(const SkIRect&, SkRegion::Op); bool op(const SkRegion&, SkRegion::Op); bool op(const SkRasterClip&, SkRegion::Op); bool op(const SkRect&, SkRegion::Op, bool doAA); void translate(int dx, int dy, SkRasterClip* dst) const; void translate(int dx, int dy) { this->translate(dx, dy, this); } bool quickContains(const SkIRect& rect) const; bool quickContains(int left, int top, int right, int bottom) const { return quickContains(SkIRect::MakeLTRB(left, top, right, bottom)); } /** * Return true if this region is empty, or if the specified rectangle does * not intersect the region. Returning false is not a guarantee that they * intersect, but returning true is a guarantee that they do not. */ bool quickReject(const SkIRect& rect) const { return this->isEmpty() || rect.isEmpty() || !SkIRect::Intersects(this->getBounds(), rect); } // hack for SkCanvas::getTotalClip const SkRegion& forceGetBW(); #ifdef SK_DEBUG void validate() const; #else void validate() const {} #endif private: SkRegion fBW; SkAAClip fAA; bool fIsBW; // these 2 are caches based on querying the right obj based on fIsBW bool fIsEmpty; bool fIsRect; bool computeIsEmpty() const { return fIsBW ? fBW.isEmpty() : fAA.isEmpty(); } bool computeIsRect() const { return fIsBW ? fBW.isRect() : fAA.isRect(); } bool updateCacheAndReturnNonEmpty(bool detectAARect = true) { fIsEmpty = this->computeIsEmpty(); // detect that our computed AA is really just a (hard-edged) rect if (detectAARect && !fIsEmpty && !fIsBW && fAA.isRect()) { fBW.setRect(fAA.getBounds()); fAA.setEmpty(); // don't need this guy anymore fIsBW = true; } fIsRect = this->computeIsRect(); return !fIsEmpty; } void convertToAA(); }; class SkAutoRasterClipValidate : SkNoncopyable { public: SkAutoRasterClipValidate(const SkRasterClip& rc) : fRC(rc) { fRC.validate(); } ~SkAutoRasterClipValidate() { fRC.validate(); } private: const SkRasterClip& fRC; }; #define SkAutoRasterClipValidate(...) SK_REQUIRE_LOCAL_VAR(SkAutoRasterClipValidate) #ifdef SK_DEBUG #define AUTO_RASTERCLIP_VALIDATE(rc) SkAutoRasterClipValidate arcv(rc) #else #define AUTO_RASTERCLIP_VALIDATE(rc) #endif /////////////////////////////////////////////////////////////////////////////// /** * Encapsulates the logic of deciding if we need to change/wrap the blitter * for aaclipping. If so, getRgn and getBlitter return modified values. If * not, they return the raw blitter and (bw) clip region. * * We need to keep the constructor/destructor cost as small as possible, so we * can freely put this guy on the stack, and not pay too much for the case when * we're really BW anyways. */ class SkAAClipBlitterWrapper { public: SkAAClipBlitterWrapper(); SkAAClipBlitterWrapper(const SkRasterClip&, SkBlitter*); SkAAClipBlitterWrapper(const SkAAClip*, SkBlitter*); void init(const SkRasterClip&, SkBlitter*); const SkIRect& getBounds() const { SkASSERT(fClipRgn); return fClipRgn->getBounds(); } const SkRegion& getRgn() const { SkASSERT(fClipRgn); return *fClipRgn; } SkBlitter* getBlitter() { SkASSERT(fBlitter); return fBlitter; } private: SkRegion fBWRgn; SkAAClipBlitter fAABlitter; // what we return const SkRegion* fClipRgn; SkBlitter* fBlitter; }; #endif