Chromium Code Reviews| Index: ui/gfx/win/rect_util.cc |
| diff --git a/ui/gfx/win/rect_util.cc b/ui/gfx/win/rect_util.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..80cb9f7201a50ad6a078f30a2162412e13e0417f |
| --- /dev/null |
| +++ b/ui/gfx/win/rect_util.cc |
| @@ -0,0 +1,253 @@ |
| +// Copyright 2016 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| + |
| +#include "ui/gfx/win/rect_util.h" |
| + |
| +#include "ui/gfx/geometry/rect.h" |
| +#include "ui/gfx/geometry/safe_integer_conversions.h" |
| +#include "ui/gfx/geometry/size.h" |
| +#include "ui/gfx/geometry/vector2d.h" |
| + |
| +namespace { |
| + |
| +enum class RelativePosition { |
| + BOTTOM = 0, |
| + LEFT = 1, |
| + TOP = 2, |
| + RIGHT = 3, |
| +}; |
| + |
| +gfx::Rect CoordinateRotateRectangle90(const gfx::Rect& rect) { |
| + return gfx::Rect(rect.y(), -rect.x() - rect.width(), |
| + rect.height(), rect.width()); |
| +} |
| + |
| +gfx::Rect CoordinateRotateRectangle180(const gfx::Rect& rect) { |
| + return gfx::Rect(-rect.x() - rect.width(), -rect.y() -rect.height(), |
| + rect.width(), rect.height()); |
| +} |
| + |
| +gfx::Rect CoordinateRotateRectangle270(const gfx::Rect& rect) { |
| + return gfx::Rect(-rect.y() -rect.height(), rect.x(), |
|
scottmg
2016/02/09 20:21:36
binary - here, missing space before rect.height()
robliao
2016/02/10 22:50:03
Oops, indeed. Done.
|
| + rect.height(), rect.width()); |
| +} |
| + |
| +gfx::Rect CoordinateReflectRectagleYAxis(const gfx::Rect& rect) { |
|
scottmg
2016/02/09 20:21:36
Rectagle -> Rectangle
robliao
2016/02/10 22:50:03
Done.
|
| + return gfx::Rect(-rect.x() - rect.width(), rect.y(), |
| + rect.width(), rect.height()); |
| +} |
| + |
| +gfx::Rect CanonicalizeRelativePosition(gfx::Rect rect, |
| + RelativePosition relative_position) { |
| + switch (relative_position) { |
| + case RelativePosition::LEFT: |
| + rect = CoordinateRotateRectangle90(rect); |
| + break; |
| + case RelativePosition::TOP: |
| + rect = CoordinateRotateRectangle180(rect); |
| + break; |
| + case RelativePosition::RIGHT: |
| + rect = CoordinateRotateRectangle270(rect); |
| + break; |
| + } |
| + return rect; |
| +} |
| + |
| +gfx::Rect CanonicalizeTouchingEdge(gfx::Rect rect, |
| + gfx::win::RectEdge edge) { |
| + switch (edge) { |
| + case gfx::win::RectEdge::LEFT: |
| + rect = CoordinateRotateRectangle90(rect); |
| + break; |
| + case gfx::win::RectEdge::TOP: |
| + rect = CoordinateRotateRectangle180(rect); |
| + // Helps prefer left and top alignment. |
| + rect = CoordinateReflectRectagleYAxis(rect); |
| + break; |
| + case gfx::win::RectEdge::RIGHT: |
| + rect = CoordinateRotateRectangle270(rect); |
| + // Helps prefer left and top alignment. |
| + rect = CoordinateReflectRectagleYAxis(rect); |
| + break; |
| + } |
| + return rect; |
| +} |
| + |
| +// Inverse of CanonicalizeTouchingEdge. |
| +gfx::Rect RevertToOriginalEdge(gfx::Rect rect, gfx::win::RectEdge edge) { |
| + switch (edge) { |
| + case gfx::win::RectEdge::LEFT: |
| + rect = CoordinateRotateRectangle270(rect); |
| + break; |
| + case gfx::win::RectEdge::TOP: |
| + rect = CoordinateReflectRectagleYAxis(rect); |
| + rect = CoordinateRotateRectangle180(rect); |
| + break; |
| + case gfx::win::RectEdge::RIGHT: |
| + rect = CoordinateReflectRectagleYAxis(rect); |
| + rect = CoordinateRotateRectangle90(rect); |
| + break; |
| + } |
| + return rect; |
| +} |
| + |
| +bool InRange(int target, int lower_bound, int upper_bound) { |
| + return lower_bound <= target && target <= upper_bound; |
| +} |
| + |
| +// Scales |val| within |old_min| and |old_max| to |new_min| and |new_max|. |
| +int ScaleValue(int new_min, int new_max, int old_min, int old_max, int val) { |
| + int old_delta = old_max - old_min; |
| + if (old_delta == 0) { |
| + DCHECK(new_min == new_max); |
| + return new_min; |
| + } |
| + float percent = (float)(val - old_min) / (float)old_delta; |
| + return new_min + gfx::ToFlooredInt(percent * (float)(new_max - new_min)); |
| +} |
| + |
| +RelativePosition RectRelativePosition(gfx::Rect ref, gfx::Rect test) { |
| + int i = 0; |
| + for (; i <= 3; ++i) { |
| + if (ref.bottom() <= test.y()) { |
| + break; |
| + } else { |
| + ref = CoordinateRotateRectangle90(ref); |
| + test = CoordinateRotateRectangle90(test); |
| + } |
| + } |
| + switch (i) { |
| + case 0: |
| + return RelativePosition::BOTTOM; |
| + case 1: |
| + return RelativePosition::LEFT; |
| + case 2: |
| + return RelativePosition::TOP; |
| + default: |
| + DCHECK(i == 3); |
| + return RelativePosition::RIGHT; |
| + } |
| +} |
| + |
| +} // namespace |
| + |
| +namespace gfx { |
| +namespace win { |
| + |
| +RectEdge RectTouch(gfx::Rect ref, gfx::Rect test) { |
| + for (int i = 0; i <= 3; ++i) { |
| + if (ref.bottom() == test.y() && |
| + (InRange(test.x(), ref.x(), ref.right()) || |
| + InRange(test.right(), ref.x(), ref.right()) || |
| + InRange(ref.x(), test.x(), test.right()) || |
| + InRange(ref.right(), test.x(), test.right()))) { |
| + switch (i) { |
| + case 0: |
| + return RectEdge::BOTTOM; |
| + case 1: |
| + return RectEdge::LEFT; |
| + case 2: |
| + return RectEdge::TOP; |
| + case 3: |
| + return RectEdge::RIGHT; |
| + } |
| + } else { |
| + ref = CoordinateRotateRectangle90(ref); |
| + test = CoordinateRotateRectangle90(test); |
| + } |
| + } |
| + return RectEdge::NONE; |
| +} |
| + |
| +// Writing code that specifically deals with scaling each rect is tedious and |
| +// error prone. Instead, this function transforms the positions of the |
| +// two rects so that |ref_scaled_rect| is always on top of |ref_original_rect|, |
| +// calculates the scaled and positioned target rect, and then reverses the |
| +// transforms. As a result, the position logic can be written in terms of the |
| +// bottom of the |ref_original_rect| instead of the bottom, left, top, and |
| +// right. |
| +gfx::Rect ScaleAndPositionRect(gfx::Rect ref_scaled_rect, |
| + gfx::Rect ref_original_rect, |
| + gfx::Rect target_rect, |
| + float target_scale_factor) { |
| + RectEdge orig_edge = RectTouch(ref_original_rect, target_rect); |
| + gfx::Rect scaled_rect(gfx::ScaleToFlooredSize(target_rect.size(), |
| + 1.0f / target_scale_factor)); |
| + if (orig_edge == RectEdge::NONE) { |
| + // Currently, we expect all rectangles to touch each other. |
| + NOTREACHED(); |
| + scaled_rect.set_origin(target_rect.origin()); |
| + } |
| + |
| + // Transform rectangles so we can simply deal with bottom edge sharing. |
| + ref_scaled_rect = CanonicalizeTouchingEdge(ref_scaled_rect, orig_edge); |
|
scottmg
2016/02/09 21:24:26
(I'm still trying to figure out how this works, bu
robliao
2016/02/10 22:50:03
All rectangles are assumed to have a coordinate or
|
| + ref_original_rect = CanonicalizeTouchingEdge(ref_original_rect, orig_edge); |
| + target_rect = CanonicalizeTouchingEdge(target_rect, orig_edge); |
| + scaled_rect = CanonicalizeTouchingEdge(scaled_rect, orig_edge); |
| + |
| + // Position the rect. |
| + scaled_rect.set_y(ref_scaled_rect.bottom()); |
| + int x; |
| + if (target_rect.right() == ref_original_rect.right()) { |
| + // Maintain right alignment. If the rectangle was left-aligned, the next |
| + // case will catch that. |
| + x = ref_scaled_rect.right() - scaled_rect.width(); |
| + } else if (InRange(target_rect.x(), |
| + ref_original_rect.x(), |
| + ref_original_rect.right())) { |
| + // Position using the left point relative to the reference rect. |
| + x = ScaleValue(ref_scaled_rect.x(), ref_scaled_rect.right(), |
| + ref_original_rect.x(), ref_original_rect.right(), |
| + target_rect.x()); |
| + } else if (InRange(target_rect.right(), |
| + ref_original_rect.x(), |
| + ref_original_rect.right())) { |
| + // Position using the right point relative to the reference rect. |
| + x = ScaleValue(ref_scaled_rect.x(), ref_scaled_rect.right(), |
| + ref_original_rect.x(), ref_original_rect.right(), |
| + target_rect.right()) - scaled_rect.width(); |
| + } else if (InRange(ref_scaled_rect.x(), |
| + target_rect.x(), |
| + target_rect.right())) { |
| + // Position relative to the left point of the reference rect. |
| + int offset = ScaleValue(0, scaled_rect.width(), |
| + 0, target_rect.width(), |
| + ref_original_rect.x() - target_rect.x()); |
| + x = ref_scaled_rect.x() - offset; |
| + } else { |
| + // Position relative to the right point of the reference rect. |
| + int offset = ScaleValue(0, scaled_rect.width(), |
| + 0, target_rect.width(), |
| + ref_original_rect.right() - target_rect.x()); |
| + x = ref_scaled_rect.x() - offset - scaled_rect.width(); |
| + } |
| + scaled_rect.set_x(x); |
| + DCHECK(RectTouch(ref_scaled_rect, scaled_rect) == RectEdge::BOTTOM); |
| + |
| + // Reverse the transformation. |
| + return RevertToOriginalEdge(scaled_rect, orig_edge); |
| +} |
| + |
| +// This function takes the same approach as ScaleAndPositionRect, transforming |
| +// the two input rects so that the relative positions are always the same. |
| +int64_t SquaredDistanceBetweenRects(gfx::Rect ref, gfx::Rect rect) { |
| + if (ref.Intersects(rect)) |
| + return 0; |
| + |
| + RelativePosition relative_position = RectRelativePosition(ref, rect); |
| + ref = CanonicalizeRelativePosition(ref, relative_position); |
| + rect = CanonicalizeRelativePosition(rect, relative_position); |
| + // Now that the ref is on top, we can concentrate ref bottom |
| + // and rect top calculations. |
| + if (rect.right() < ref.x()) |
| + return (rect.top_right() - ref.bottom_left()).LengthSquared(); |
| + else if (ref.right() < rect.x()) |
| + return (rect.origin() - ref.bottom_right()).LengthSquared(); |
| + |
| + int distance = rect.y() - ref.bottom(); |
| + return distance * distance; |
| +} |
| + |
| +} // namespace win |
| +} // namespace gfx |