/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkTileGrid_DEFINED #define SkTileGrid_DEFINED #include "SkBBHFactory.h" #include "SkBBoxHierarchy.h" /** * Subclass of SkBBoxHierarchy that stores elements in buckets that correspond * to tile regions, disposed in a regular grid. This is useful when the tile * structure that will be use in search() calls is known prior to insertion. */ class SkTileGrid : public SkBBoxHierarchy { public: SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGridInfo& info); virtual ~SkTileGrid(); virtual void insert(SkAutoTMalloc* boundsArray, int N) SK_OVERRIDE; virtual void search(const SkRect& query, SkTDArray* results) const SK_OVERRIDE; // For testing. int tileCount(int x, int y) { return fTiles[y * fXTiles + x].count(); } private: void reserve(int); void shrinkToFit(); void commonAdjust(SkRect*) const; void userToGrid(const SkRect&, SkIRect* grid) const; const int fXTiles, fYTiles; const SkScalar fInvWidth, fInvHeight; const SkScalar fMarginWidth, fMarginHeight; const SkPoint fOffset; const SkRect fGridBounds; // (fXTiles * fYTiles) SkTDArrays, each listing ops overlapping that tile in order. SkTDArray* fTiles; typedef SkBBoxHierarchy INHERITED; }; #endif