thorvg/src/renderer/tvgRender.cpp
Hermet Park 8c4b9b2772 renderer: code refactoring
Replaced the transformation with
a strong associated data field.

This helps to reduce the binary size (-1k).
2024-08-09 10:49:26 +09:00

78 lines
No EOL
2.4 KiB
C++

/*
* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgRender.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
uint32_t RenderMethod::ref()
{
ScopedLock lock(key);
return (++refCnt);
}
uint32_t RenderMethod::unref()
{
ScopedLock lock(key);
return (--refCnt);
}
void RenderRegion::intersect(const RenderRegion& rhs)
{
auto x1 = x + w;
auto y1 = y + h;
auto x2 = rhs.x + rhs.w;
auto y2 = rhs.y + rhs.h;
x = (x > rhs.x) ? x : rhs.x;
y = (y > rhs.y) ? y : rhs.y;
w = ((x1 < x2) ? x1 : x2) - x;
h = ((y1 < y2) ? y1 : y2) - y;
if (w < 0) w = 0;
if (h < 0) h = 0;
}
void RenderRegion::add(const RenderRegion& rhs)
{
if (rhs.x < x) {
w += (x - rhs.x);
x = rhs.x;
}
if (rhs.y < y) {
h += (y - rhs.y);
y = rhs.y;
}
if (rhs.x + rhs.w > x + w) w = (rhs.x + rhs.w) - x;
if (rhs.y + rhs.h > y + h) h = (rhs.y + rhs.h) - y;
}