ladybird/Userland/Libraries/LibGfx/DisjointRectSet.cpp
Matthew Olsson 88cfaf7bf0 LibGfx: Unify Rect, Point, and Size
This commit unifies methods and method/param names between the above
classes, as well as adds [[nodiscard]] and ALWAYS_INLINE where
appropriate. It also renamed the various move_by methods to
translate_by, as that more closely matches the transformation
terminology.
2021-05-02 22:48:06 +02:00

169 lines
4.5 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/DisjointRectSet.h>
namespace Gfx {
bool DisjointRectSet::add_no_shatter(const IntRect& new_rect)
{
if (new_rect.is_empty())
return false;
for (auto& rect : m_rects) {
if (rect.contains(new_rect))
return false;
}
m_rects.append(new_rect);
return true;
}
void DisjointRectSet::shatter()
{
Vector<IntRect, 32> output;
output.ensure_capacity(m_rects.size());
bool pass_had_intersections = false;
do {
pass_had_intersections = false;
output.clear_with_capacity();
for (size_t i = 0; i < m_rects.size(); ++i) {
auto& r1 = m_rects[i];
for (size_t j = 0; j < m_rects.size(); ++j) {
if (i == j)
continue;
auto& r2 = m_rects[j];
if (!r1.intersects(r2))
continue;
pass_had_intersections = true;
auto pieces = r1.shatter(r2);
for (auto& piece : pieces)
output.append(piece);
m_rects.remove(i);
for (; i < m_rects.size(); ++i)
output.append(m_rects[i]);
goto next_pass;
}
output.append(r1);
}
next_pass:
swap(output, m_rects);
} while (pass_had_intersections);
}
void DisjointRectSet::move_by(int dx, int dy)
{
for (auto& r : m_rects)
r.translate_by(dx, dy);
}
bool DisjointRectSet::contains(const IntRect& rect) const
{
if (is_empty() || rect.is_empty())
return false;
// TODO: This could use some optimization
DisjointRectSet remainder(rect);
for (auto& r : m_rects) {
auto shards = remainder.shatter(r);
if (shards.is_empty())
return true;
remainder = move(shards);
}
return false;
}
bool DisjointRectSet::intersects(const IntRect& rect) const
{
for (auto& r : m_rects) {
if (r.intersects(rect))
return true;
}
return false;
}
bool DisjointRectSet::intersects(const DisjointRectSet& rects) const
{
if (this == &rects)
return true;
for (auto& r : m_rects) {
for (auto& r2 : rects.m_rects) {
if (r.intersects(r2))
return true;
}
}
return false;
}
DisjointRectSet DisjointRectSet::intersected(const IntRect& rect) const
{
DisjointRectSet intersected_rects;
intersected_rects.m_rects.ensure_capacity(m_rects.capacity());
for (auto& r : m_rects) {
auto intersected_rect = r.intersected(rect);
if (!intersected_rect.is_empty())
intersected_rects.m_rects.append(intersected_rect);
}
// Since there should be no overlaps, we don't need to call shatter()
return intersected_rects;
}
DisjointRectSet DisjointRectSet::intersected(const DisjointRectSet& rects) const
{
if (&rects == this)
return clone();
if (is_empty() || rects.is_empty())
return {};
DisjointRectSet intersected_rects;
intersected_rects.m_rects.ensure_capacity(m_rects.capacity());
for (auto& r : m_rects) {
for (auto& r2 : rects.m_rects) {
auto intersected_rect = r.intersected(r2);
if (!intersected_rect.is_empty())
intersected_rects.m_rects.append(intersected_rect);
}
}
// Since there should be no overlaps, we don't need to call shatter()
return intersected_rects;
}
DisjointRectSet DisjointRectSet::shatter(const IntRect& hammer) const
{
if (hammer.is_empty())
return clone();
DisjointRectSet shards;
for (auto& rect : m_rects) {
for (auto& shard : rect.shatter(hammer))
shards.add_no_shatter(shard);
}
// Since there should be no overlaps, we don't need to call shatter()
return shards;
}
DisjointRectSet DisjointRectSet::shatter(const DisjointRectSet& hammer) const
{
if (this == &hammer)
return {};
if (hammer.is_empty() || !intersects(hammer))
return clone();
// TODO: This could use some optimization
DisjointRectSet shards = shatter(hammer.m_rects[0]);
auto rects_count = hammer.m_rects.size();
for (size_t i = 1; i < rects_count && !shards.is_empty(); i++) {
if (hammer.m_rects[i].intersects(shards.m_rects)) {
auto shattered = shards.shatter(hammer.m_rects[i]);
shards = move(shattered);
}
}
// Since there should be no overlaps, we don't need to call shatter()
return shards;
}
}