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Replaced the transformation with a strong associated data field. This helps to reduce the binary size (-1k).
78 lines
No EOL
2.4 KiB
C++
78 lines
No EOL
2.4 KiB
C++
/*
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* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgMath.h"
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#include "tvgRender.h"
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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uint32_t RenderMethod::ref()
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{
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ScopedLock lock(key);
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return (++refCnt);
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}
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uint32_t RenderMethod::unref()
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{
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ScopedLock lock(key);
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return (--refCnt);
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}
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void RenderRegion::intersect(const RenderRegion& rhs)
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{
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auto x1 = x + w;
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auto y1 = y + h;
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auto x2 = rhs.x + rhs.w;
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auto y2 = rhs.y + rhs.h;
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x = (x > rhs.x) ? x : rhs.x;
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y = (y > rhs.y) ? y : rhs.y;
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w = ((x1 < x2) ? x1 : x2) - x;
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h = ((y1 < y2) ? y1 : y2) - y;
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if (w < 0) w = 0;
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if (h < 0) h = 0;
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}
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void RenderRegion::add(const RenderRegion& rhs)
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{
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if (rhs.x < x) {
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w += (x - rhs.x);
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x = rhs.x;
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}
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if (rhs.y < y) {
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h += (y - rhs.y);
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y = rhs.y;
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}
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if (rhs.x + rhs.w > x + w) w = (rhs.x + rhs.w) - x;
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if (rhs.y + rhs.h > y + h) h = (rhs.y + rhs.h) - y;
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} |