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/*
* 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 "include/core/SkClipOp.h"
#include "include/core/SkRegion.h"
#include "include/core/SkShader.h"
#include "include/private/base/SkMacros.h"
#include "src/core/SkAAClip.h"
class SkRRect;
/**
* Wraps a SkRegion and SkAAClip, so we have a single object that can represent either our
* BW or antialiased clips.
*/
class SkRasterClip {
public:
SkRasterClip();
explicit SkRasterClip(const SkIRect&);
explicit SkRasterClip(const SkRegion&);
explicit SkRasterClip(const SkRasterClip&);
SkRasterClip(const SkPath& path, const SkIRect& bounds, bool doAA);
~SkRasterClip();
SkRasterClip& operator=(const 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 {
return fIsBW ? fBW.isComplex() : !fAA.isEmpty();
}
const SkIRect& getBounds() const {
return fIsBW ? fBW.getBounds() : fAA.getBounds();
}
bool setEmpty();
bool setRect(const SkIRect&);
bool op(const SkIRect&, SkClipOp);
bool op(const SkRegion&, SkClipOp);
bool op(const SkRect&, const SkMatrix& matrix, SkClipOp, bool doAA);
bool op(const SkRRect&, const SkMatrix& matrix, SkClipOp, bool doAA);
bool op(const SkPath&, const SkMatrix& matrix, SkClipOp, bool doAA);
bool op(sk_sp<SkShader>);
void translate(int dx, int dy, SkRasterClip* dst) const;
bool quickContains(const SkIRect& rect) const {
return fIsBW ? fBW.quickContains(rect) : fAA.quickContains(rect);
}
/**
* 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 !SkIRect::Intersects(this->getBounds(), rect);
}
#ifdef SK_DEBUG
void validate() const;
#else
void validate() const {}
#endif
sk_sp<SkShader> clipShader() const { return fShader; }
private:
SkRegion fBW;
SkAAClip fAA;
bool fIsBW;
// these 2 are caches based on querying the right obj based on fIsBW
bool fIsEmpty;
bool fIsRect;
// if present, this augments the clip, not replaces it
sk_sp<SkShader> fShader;
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 anymore
fIsBW = true;
}
fIsRect = this->computeIsRect();
return !fIsEmpty;
}
void convertToAA();
bool op(const SkRasterClip&, SkClipOp);
};
class SkAutoRasterClipValidate : SkNoncopyable {
public:
SkAutoRasterClipValidate(const SkRasterClip& rc) : fRC(rc) {
fRC.validate();
}
~SkAutoRasterClipValidate() {
fRC.validate();
}
private:
const SkRasterClip& fRC;
};
#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 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