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https://github.com/SerenityOS/serenity
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![Andreas Kling](/assets/img/avatar_default.png)
Previously we'd blit every pixel in every window that intersected any dirty rect to the back buffer. With this patch, we limit ourselves to blitting the pixels inside the actual dirty rects. There's still a lot of optimizations to make in this code.
169 lines
3.5 KiB
C++
169 lines
3.5 KiB
C++
#pragma once
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#include "Point.h"
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#include "Size.h"
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struct GUI_Rect;
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class Rect {
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public:
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Rect() { }
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Rect(int x, int y, int width, int height)
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: m_location(x, y)
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, m_size(width, height)
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{
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}
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Rect(const Point& location, const Size& size)
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: m_location(location)
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, m_size(size)
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{
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}
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Rect(const Rect& other)
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: m_location(other.m_location)
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, m_size(other.m_size)
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{
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}
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Rect(const GUI_Rect&);
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bool is_null() const
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{
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return width() == 0 && height() == 0;
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}
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bool is_empty() const
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{
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return width() <= 0 || height() <= 0;
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}
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void move_by(int dx, int dy)
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{
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m_location.move_by(dx, dy);
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}
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void move_by(const Point& delta)
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{
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m_location.move_by(delta);
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}
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Point center() const
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{
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return { x() + width() / 2, y() + height() / 2 };
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}
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void inflate(int w, int h)
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{
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set_x(x() - w / 2);
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set_width(width() + w);
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set_y(y() - h / 2);
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set_height(height() + h);
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}
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void shrink(int w, int h)
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{
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set_x(x() + w / 2);
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set_width(width() - w);
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set_y(y() + h / 2);
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set_height(height() - h);
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}
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bool contains(int x, int y) const
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{
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return x >= m_location.x() && x <= right() && y >= m_location.y() && y <= bottom();
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}
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bool contains(const Point& point) const
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{
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return contains(point.x(), point.y());
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}
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bool contains(const Rect& other) const
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{
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return left() <= other.left()
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&& right() >= other.right()
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&& top() <= other.top()
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&& bottom() >= other.bottom();
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}
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int left() const { return x(); }
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int right() const { return x() + width() - 1; }
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int top() const { return y(); }
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int bottom() const { return y() + height() - 1; }
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void set_left(int left)
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{
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set_x(left);
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}
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void set_top(int top)
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{
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set_y(top);
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}
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void set_right(int right)
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{
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set_width(right - x() + 1);
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}
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void set_bottom(int bottom)
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{
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set_height(bottom - y() + 1);
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}
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bool intersects(const Rect& other) const
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{
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return left() <= other.right()
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&& other.left() <= right()
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&& top() <= other.bottom()
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&& other.top() <= bottom();
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}
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int x() const { return location().x(); }
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int y() const { return location().y(); }
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int width() const { return m_size.width(); }
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int height() const { return m_size.height(); }
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void set_x(int x) { m_location.set_x(x); }
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void set_y(int y) { m_location.set_y(y); }
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void set_width(int width) { m_size.set_width(width); }
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void set_height(int height) { m_size.set_height(height); }
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Point location() const { return m_location; }
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Size size() const { return m_size; }
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operator GUI_Rect() const;
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bool operator==(const Rect& other) const
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{
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return m_location == other.m_location
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&& m_size == other.m_size;
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}
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void intersect(const Rect&);
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static Rect intersection(const Rect& a, const Rect& b)
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{
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Rect r(a);
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r.intersect(b);
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return r;
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}
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Rect united(const Rect&) const;
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private:
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Point m_location;
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Size m_size;
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};
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inline void Point::constrain(const Rect& rect)
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{
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if (x() < rect.left())
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set_x(rect.left());
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else if (x() > rect.right())
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set_x(rect.right());
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if (y() < rect.top())
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set_y(rect.top());
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else if (y() > rect.bottom())
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set_y(rect.bottom());
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}
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