| /* | |
| * Copyright 2006 The Android Open Source Project | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "SkNinePatch.h" | |
| #include "SkCanvas.h" | |
| #include "SkShader.h" | |
| static const uint16_t g3x3Indices[] = { | |
| 0, 5, 1, 0, 4, 5, | |
| 1, 6, 2, 1, 5, 6, | |
| 2, 7, 3, 2, 6, 7, | |
| 4, 9, 5, 4, 8, 9, | |
| 5, 10, 6, 5, 9, 10, | |
| 6, 11, 7, 6, 10, 11, | |
| 8, 13, 9, 8, 12, 13, | |
| 9, 14, 10, 9, 13, 14, | |
| 10, 15, 11, 10, 14, 15 | |
| }; | |
| static int fillIndices(uint16_t indices[], int xCount, int yCount) { | |
| uint16_t* startIndices = indices; | |
| int n = 0; | |
| for (int y = 0; y < yCount; y++) { | |
| for (int x = 0; x < xCount; x++) { | |
| *indices++ = n; | |
| *indices++ = n + xCount + 2; | |
| *indices++ = n + 1; | |
| *indices++ = n; | |
| *indices++ = n + xCount + 1; | |
| *indices++ = n + xCount + 2; | |
| n += 1; | |
| } | |
| n += 1; | |
| } | |
| return static_cast<int>(indices - startIndices); | |
| } | |
| // Computes the delta between vertices along a single axis | |
| static SkScalar computeVertexDelta(bool isStretchyVertex, | |
| SkScalar currentVertex, | |
| SkScalar prevVertex, | |
| SkScalar stretchFactor) { | |
| // the standard delta between vertices if no stretching is required | |
| SkScalar delta = currentVertex - prevVertex; | |
| // if the stretch factor is negative or zero we need to shrink the 9-patch | |
| // to fit within the target bounds. This means that we will eliminate all | |
| // stretchy areas and scale the fixed areas to fit within the target bounds. | |
| if (stretchFactor <= 0) { | |
| if (isStretchyVertex) | |
| delta = 0; // collapse stretchable areas | |
| else | |
| delta = SkScalarMul(delta, -stretchFactor); // scale fixed areas | |
| // if the stretch factor is positive then we use the standard delta for | |
| // fixed and scale the stretchable areas to fill the target bounds. | |
| } else if (isStretchyVertex) { | |
| delta = SkScalarMul(delta, stretchFactor); | |
| } | |
| return delta; | |
| } | |
| static void fillRow(SkPoint verts[], SkPoint texs[], | |
| const SkScalar vy, const SkScalar ty, | |
| const SkRect& bounds, const int32_t xDivs[], int numXDivs, | |
| const SkScalar stretchX, int width) { | |
| SkScalar vx = bounds.fLeft; | |
| verts->set(vx, vy); verts++; | |
| texs->set(0, ty); texs++; | |
| SkScalar prev = 0; | |
| for (int x = 0; x < numXDivs; x++) { | |
| const SkScalar tx = SkIntToScalar(xDivs[x]); | |
| vx += computeVertexDelta(x & 1, tx, prev, stretchX); | |
| prev = tx; | |
| verts->set(vx, vy); verts++; | |
| texs->set(tx, ty); texs++; | |
| } | |
| verts->set(bounds.fRight, vy); verts++; | |
| texs->set(SkIntToScalar(width), ty); texs++; | |
| } | |
| struct Mesh { | |
| const SkPoint* fVerts; | |
| const SkPoint* fTexs; | |
| const SkColor* fColors; | |
| const uint16_t* fIndices; | |
| }; | |
| void SkNinePatch::DrawMesh(SkCanvas* canvas, const SkRect& bounds, | |
| const SkBitmap& bitmap, | |
| const int32_t xDivs[], int numXDivs, | |
| const int32_t yDivs[], int numYDivs, | |
| const SkPaint* paint) { | |
| if (bounds.isEmpty() || bitmap.width() == 0 || bitmap.height() == 0) { | |
| return; | |
| } | |
| // should try a quick-reject test before calling lockPixels | |
| SkAutoLockPixels alp(bitmap); | |
| // after the lock, it is valid to check | |
| if (!bitmap.readyToDraw()) { | |
| return; | |
| } | |
| // check for degenerate divs (just an optimization, not required) | |
| { | |
| int i; | |
| int zeros = 0; | |
| for (i = 0; i < numYDivs && yDivs[i] == 0; i++) { | |
| zeros += 1; | |
| } | |
| numYDivs -= zeros; | |
| yDivs += zeros; | |
| for (i = numYDivs - 1; i >= 0 && yDivs[i] == bitmap.height(); --i) { | |
| numYDivs -= 1; | |
| } | |
| } | |
| Mesh mesh; | |
| const int numXStretch = (numXDivs + 1) >> 1; | |
| const int numYStretch = (numYDivs + 1) >> 1; | |
| if (numXStretch < 1 && numYStretch < 1) { | |
| canvas->drawBitmapRect(bitmap, bounds, paint); | |
| return; | |
| } | |
| if (false) { | |
| int i; | |
| for (i = 0; i < numXDivs; i++) { | |
| SkDebugf("--- xdivs[%d] %d\n", i, xDivs[i]); | |
| } | |
| for (i = 0; i < numYDivs; i++) { | |
| SkDebugf("--- ydivs[%d] %d\n", i, yDivs[i]); | |
| } | |
| } | |
| SkScalar stretchX = 0, stretchY = 0; | |
| if (numXStretch > 0) { | |
| int stretchSize = 0; | |
| for (int i = 1; i < numXDivs; i += 2) { | |
| stretchSize += xDivs[i] - xDivs[i-1]; | |
| } | |
| const SkScalar fixed = SkIntToScalar(bitmap.width() - stretchSize); | |
| if (bounds.width() >= fixed) | |
| stretchX = (bounds.width() - fixed) / stretchSize; | |
| else // reuse stretchX, but keep it negative as a signal | |
| stretchX = -bounds.width() / fixed; | |
| } | |
| if (numYStretch > 0) { | |
| int stretchSize = 0; | |
| for (int i = 1; i < numYDivs; i += 2) { | |
| stretchSize += yDivs[i] - yDivs[i-1]; | |
| } | |
| const SkScalar fixed = SkIntToScalar(bitmap.height() - stretchSize); | |
| if (bounds.height() >= fixed) | |
| stretchY = (bounds.height() - fixed) / stretchSize; | |
| else // reuse stretchX, but keep it negative as a signal | |
| stretchY = -bounds.height() / fixed; | |
| } | |
| #if 0 | |
| SkDebugf("---- drawasamesh [%d %d] -> [%g %g] <%d %d> (%g %g)\n", | |
| bitmap.width(), bitmap.height(), | |
| SkScalarToFloat(bounds.width()), SkScalarToFloat(bounds.height()), | |
| numXDivs + 1, numYDivs + 1, | |
| SkScalarToFloat(stretchX), SkScalarToFloat(stretchY)); | |
| #endif | |
| const int vCount = (numXDivs + 2) * (numYDivs + 2); | |
| // number of celss * 2 (tris per cell) * 3 (verts per tri) | |
| const int indexCount = (numXDivs + 1) * (numYDivs + 1) * 2 * 3; | |
| // allocate 2 times, one for verts, one for texs, plus indices | |
| SkAutoMalloc storage(vCount * sizeof(SkPoint) * 2 + | |
| indexCount * sizeof(uint16_t)); | |
| SkPoint* verts = (SkPoint*)storage.get(); | |
| SkPoint* texs = verts + vCount; | |
| uint16_t* indices = (uint16_t*)(texs + vCount); | |
| mesh.fVerts = verts; | |
| mesh.fTexs = texs; | |
| mesh.fColors = nullptr; | |
| mesh.fIndices = nullptr; | |
| // we use <= for YDivs, since the prebuild indices work for 3x2 and 3x1 too | |
| if (numXDivs == 2 && numYDivs <= 2) { | |
| mesh.fIndices = g3x3Indices; | |
| } else { | |
| SkDEBUGCODE(int n =) fillIndices(indices, numXDivs + 1, numYDivs + 1); | |
| SkASSERT(n == indexCount); | |
| mesh.fIndices = indices; | |
| } | |
| SkScalar vy = bounds.fTop; | |
| fillRow(verts, texs, vy, 0, bounds, xDivs, numXDivs, | |
| stretchX, bitmap.width()); | |
| verts += numXDivs + 2; | |
| texs += numXDivs + 2; | |
| for (int y = 0; y < numYDivs; y++) { | |
| const SkScalar ty = SkIntToScalar(yDivs[y]); | |
| if (stretchY >= 0) { | |
| if (y & 1) { | |
| vy += stretchY; | |
| } else { | |
| vy += ty; | |
| } | |
| } else { // shrink fixed sections, and collaps stretchy sections | |
| if (y & 1) { | |
| ;// do nothing | |
| } else { | |
| vy += SkScalarMul(ty, -stretchY); | |
| } | |
| } | |
| fillRow(verts, texs, vy, ty, bounds, xDivs, numXDivs, | |
| stretchX, bitmap.width()); | |
| verts += numXDivs + 2; | |
| texs += numXDivs + 2; | |
| } | |
| fillRow(verts, texs, bounds.fBottom, SkIntToScalar(bitmap.height()), | |
| bounds, xDivs, numXDivs, stretchX, bitmap.width()); | |
| SkPaint p; | |
| if (paint) { | |
| p = *paint; | |
| } | |
| p.setShader(SkShader::MakeBitmapShader(bitmap, | |
| SkShader::kClamp_TileMode, | |
| SkShader::kClamp_TileMode)); | |
| canvas->drawVertices(SkCanvas::kTriangles_VertexMode, vCount, | |
| mesh.fVerts, mesh.fTexs, mesh.fColors, nullptr, | |
| mesh.fIndices, indexCount, p); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| static void drawNineViaRects(SkCanvas* canvas, const SkRect& dst, | |
| const SkBitmap& bitmap, const SkIRect& margins, | |
| const SkPaint* paint) { | |
| const int32_t srcX[4] = { | |
| 0, margins.fLeft, bitmap.width() - margins.fRight, bitmap.width() | |
| }; | |
| const int32_t srcY[4] = { | |
| 0, margins.fTop, bitmap.height() - margins.fBottom, bitmap.height() | |
| }; | |
| SkScalar dstX[4] = { | |
| dst.fLeft, dst.fLeft + SkIntToScalar(margins.fLeft), | |
| dst.fRight - SkIntToScalar(margins.fRight), dst.fRight | |
| }; | |
| SkScalar dstY[4] = { | |
| dst.fTop, dst.fTop + SkIntToScalar(margins.fTop), | |
| dst.fBottom - SkIntToScalar(margins.fBottom), dst.fBottom | |
| }; | |
| if (dstX[1] > dstX[2]) { | |
| dstX[1] = dstX[0] + (dstX[3] - dstX[0]) * SkIntToScalar(margins.fLeft) / | |
| (SkIntToScalar(margins.fLeft) + SkIntToScalar(margins.fRight)); | |
| dstX[2] = dstX[1]; | |
| } | |
| if (dstY[1] > dstY[2]) { | |
| dstY[1] = dstY[0] + (dstY[3] - dstY[0]) * SkIntToScalar(margins.fTop) / | |
| (SkIntToScalar(margins.fTop) + SkIntToScalar(margins.fBottom)); | |
| dstY[2] = dstY[1]; | |
| } | |
| SkIRect s; | |
| SkRect d; | |
| for (int y = 0; y < 3; y++) { | |
| s.fTop = srcY[y]; | |
| s.fBottom = srcY[y+1]; | |
| d.fTop = dstY[y]; | |
| d.fBottom = dstY[y+1]; | |
| for (int x = 0; x < 3; x++) { | |
| s.fLeft = srcX[x]; | |
| s.fRight = srcX[x+1]; | |
| d.fLeft = dstX[x]; | |
| d.fRight = dstX[x+1]; | |
| canvas->drawBitmapRect(bitmap, s, d, paint); | |
| } | |
| } | |
| } | |
| void SkNinePatch::DrawNine(SkCanvas* canvas, const SkRect& bounds, | |
| const SkBitmap& bitmap, const SkIRect& margins, | |
| const SkPaint* paint) { | |
| /** Our vertices code has numerical precision problems if the transformed | |
| coordinates land directly on a 1/2 pixel boundary. To work around that | |
| for now, we only take the vertices case if we are in opengl. Also, | |
| when not in GL, the vertices impl is slower (more math) than calling | |
| the viaRects code. | |
| */ | |
| if (false /* is our canvas backed by a gpu?*/) { | |
| int32_t xDivs[2]; | |
| int32_t yDivs[2]; | |
| xDivs[0] = margins.fLeft; | |
| xDivs[1] = bitmap.width() - margins.fRight; | |
| yDivs[0] = margins.fTop; | |
| yDivs[1] = bitmap.height() - margins.fBottom; | |
| if (xDivs[0] > xDivs[1]) { | |
| xDivs[0] = bitmap.width() * margins.fLeft / | |
| (margins.fLeft + margins.fRight); | |
| xDivs[1] = xDivs[0]; | |
| } | |
| if (yDivs[0] > yDivs[1]) { | |
| yDivs[0] = bitmap.height() * margins.fTop / | |
| (margins.fTop + margins.fBottom); | |
| yDivs[1] = yDivs[0]; | |
| } | |
| SkNinePatch::DrawMesh(canvas, bounds, bitmap, | |
| xDivs, 2, yDivs, 2, paint); | |
| } else { | |
| drawNineViaRects(canvas, bounds, bitmap, margins, paint); | |
| } | |
| } |