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// Copyright 2020 The Druid Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
use kurbo::{BezPath, Rect, Shape, Vec2};
/// A union of rectangles, useful for describing an area that needs to be repainted.
#[derive(Clone, Debug)]
pub struct Region {
rects: Vec<Rect>,
}
impl Region {
/// The empty region.
pub const EMPTY: Region = Region { rects: Vec::new() };
/// Returns the collection of rectangles making up this region.
#[inline]
pub fn rects(&self) -> &[Rect] {
&self.rects
}
/// Adds a rectangle to this region.
pub fn add_rect(&mut self, rect: Rect) {
if rect.area() > 0.0 {
self.rects.push(rect);
}
}
/// Replaces this region with a single rectangle.
pub fn set_rect(&mut self, rect: Rect) {
self.clear();
self.add_rect(rect);
}
/// Sets this region to the empty region.
pub fn clear(&mut self) {
self.rects.clear();
}
/// Returns a rectangle containing this region.
pub fn bounding_box(&self) -> Rect {
if self.rects.is_empty() {
Rect::ZERO
} else {
self.rects[1..]
.iter()
.fold(self.rects[0], |r, s| r.union(*s))
}
}
#[deprecated(since = "0.7.0", note = "Use bounding_box() instead")]
// this existed on the previous Region type, and I've bumped into it
// a couple times while updating
pub fn to_rect(&self) -> Rect {
self.bounding_box()
}
/// Returns `true` if this region has a non-empty intersection with the given rectangle.
pub fn intersects(&self, rect: Rect) -> bool {
self.rects.iter().any(|r| r.intersect(rect).area() > 0.0)
}
/// Returns `true` if this region is empty.
pub fn is_empty(&self) -> bool {
// Note that we only ever add non-empty rects to self.rects.
self.rects.is_empty()
}
/// Converts into a Bezier path. Note that this just gives the concatenation of the rectangle
/// paths, which is not the smartest possible thing. Also, it's not the right answer for an
/// even/odd fill rule.
pub fn to_bez_path(&self) -> BezPath {
let mut ret = BezPath::new();
for rect in self.rects() {
// Rect ignores the tolerance.
ret.extend(rect.path_elements(0.0));
}
ret
}
/// Modifies this region by including everything in the other region.
pub fn union_with(&mut self, other: &Region) {
self.rects.extend_from_slice(&other.rects);
}
/// Modifies this region by intersecting it with the given rectangle.
pub fn intersect_with(&mut self, rect: Rect) {
// TODO: this would be a good use of the nightly drain_filter function, if it stabilizes
for r in &mut self.rects {
*r = r.intersect(rect);
}
self.rects.retain(|r| r.area() > 0.0)
}
}
impl std::ops::AddAssign<Vec2> for Region {
fn add_assign(&mut self, rhs: Vec2) {
for r in &mut self.rects {
*r = *r + rhs;
}
}
}
impl std::ops::SubAssign<Vec2> for Region {
fn sub_assign(&mut self, rhs: Vec2) {
for r in &mut self.rects {
*r = *r - rhs;
}
}
}
impl From<Rect> for Region {
fn from(rect: Rect) -> Region {
Region { rects: vec![rect] }
}
}