/* ** Copyright 2006, Google Inc. ** ** 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. */ #include "SkNinePatch.h" #include "SkCanvas.h" #include "SkShader.h" static const uint16_t g3x3Indices[] = { 0, 5, 1, 0, 4, 5, 1, 6, 2, 1, 5, 6, 2, 7, 3, 2, 6, 7, 4, 9, 5, 4, 8, 9, 5, 10, 6, 5, 9, 10, 6, 11, 7, 6, 10, 11, 8, 13, 9, 8, 12, 13, 9, 14, 10, 9, 13, 14, 10, 15, 11, 10, 14, 15 }; static int fillIndices(uint16_t indices[], int xCount, int yCount) { uint16_t* startIndices = indices; int n = 0; for (int y = 0; y < yCount; y++) { for (int x = 0; x < xCount; x++) { *indices++ = n; *indices++ = n + xCount + 2; *indices++ = n + 1; *indices++ = n; *indices++ = n + xCount + 1; *indices++ = n + xCount + 2; n += 1; } n += 1; } return indices - startIndices; } static void fillRow(SkPoint verts[], SkPoint texs[], const SkScalar vy, const SkScalar ty, const SkRect& bounds, const int32_t xDivs[], int numXDivs, const SkScalar stretchX, int width) { SkScalar vx = bounds.fLeft; verts->set(vx, vy); verts++; texs->set(0, ty); texs++; for (int x = 0; x < numXDivs; x++) { SkScalar tx = SkIntToScalar(xDivs[x]); if (x & 1) { vx += stretchX; } else { vx += tx; } verts->set(vx, vy); verts++; texs->set(tx, ty); texs++; } verts->set(bounds.fRight, vy); verts++; texs->set(SkIntToScalar(width), ty); texs++; } struct Mesh { const SkPoint* fVerts; const SkPoint* fTexs; const SkColor* fColors; const uint16_t* fIndices; }; void SkNinePatch::DrawMesh(SkCanvas* canvas, const SkRect& bounds, const SkBitmap& bitmap, const int32_t xDivs[], int numXDivs, const int32_t yDivs[], int numYDivs, const SkPaint* paint) { if (bounds.isEmpty() || bitmap.width() == 0 || bitmap.height() == 0) { return; } // should try a quick-reject test before calling lockPixels SkAutoLockPixels alp(bitmap); // after the lock, it is valid to check getPixels() if (bitmap.getPixels() == NULL) { return; } // check for degenerate divs (just an optimization, not required) { int i; int zeros = 0; for (i = 0; i < numYDivs && yDivs[i] == 0; i++) { zeros += 1; } numYDivs -= zeros; yDivs += zeros; for (i = numYDivs - 1; i >= 0 && yDivs[i] == bitmap.height(); --i) { numYDivs -= 1; } } Mesh mesh; const int numXStretch = (numXDivs + 1) >> 1; const int numYStretch = (numYDivs + 1) >> 1; if (numXStretch < 1 && numYStretch < 1) { BITMAP_RECT: // SkDebugf("------ drawasamesh revert to bitmaprect\n"); canvas->drawBitmapRect(bitmap, NULL, bounds, paint); return; } if (false) { int i; for (i = 0; i < numXDivs; i++) { SkDebugf("--- xdivs[%d] %d\n", i, xDivs[i]); } for (i = 0; i < numYDivs; i++) { SkDebugf("--- ydivs[%d] %d\n", i, yDivs[i]); } } SkScalar stretchX = 0, stretchY = 0; if (numXStretch > 0) { int stretchSize = 0; for (int i = 1; i < numXDivs; i += 2) { stretchSize += xDivs[i] - xDivs[i-1]; } int fixed = bitmap.width() - stretchSize; stretchX = (bounds.width() - SkIntToScalar(fixed)) / numXStretch; if (stretchX < 0) { goto BITMAP_RECT; } } if (numYStretch > 0) { int stretchSize = 0; for (int i = 1; i < numYDivs; i += 2) { stretchSize += yDivs[i] - yDivs[i-1]; } int fixed = bitmap.height() - stretchSize; stretchY = (bounds.height() - SkIntToScalar(fixed)) / numYStretch; if (stretchY < 0) { goto BITMAP_RECT; } } #if 0 SkDebugf("---- drawasamesh [%d %d] -> [%g %g] <%d %d> (%g %g)\n", bitmap.width(), bitmap.height(), SkScalarToFloat(bounds.width()), SkScalarToFloat(bounds.height()), numXDivs + 1, numYDivs + 1, SkScalarToFloat(stretchX), SkScalarToFloat(stretchY)); #endif const int vCount = (numXDivs + 2) * (numYDivs + 2); // number of celss * 2 (tris per cell) * 3 (verts per tri) const int indexCount = (numXDivs + 1) * (numYDivs + 1) * 2 * 3; // allocate 2 times, one for verts, one for texs, plus indices SkAutoMalloc storage(vCount * sizeof(SkPoint) * 2 + indexCount * sizeof(uint16_t)); SkPoint* verts = (SkPoint*)storage.get(); SkPoint* texs = verts + vCount; uint16_t* indices = (uint16_t*)(texs + vCount); mesh.fVerts = verts; mesh.fTexs = texs; mesh.fColors = NULL; mesh.fIndices = NULL; // we use <= for YDivs, since the prebuild indices work for 3x2 and 3x1 too if (numXDivs == 2 && numYDivs <= 2) { mesh.fIndices = g3x3Indices; } else { int n = fillIndices(indices, numXDivs + 1, numYDivs + 1); SkASSERT(n == indexCount); mesh.fIndices = indices; } SkScalar vy = bounds.fTop; fillRow(verts, texs, vy, 0, bounds, xDivs, numXDivs, stretchX, bitmap.width()); verts += numXDivs + 2; texs += numXDivs + 2; for (int y = 0; y < numYDivs; y++) { const SkScalar ty = SkIntToScalar(yDivs[y]); if (y & 1) { vy += stretchY; } else { vy += ty; } fillRow(verts, texs, vy, ty, bounds, xDivs, numXDivs, stretchX, bitmap.width()); verts += numXDivs + 2; texs += numXDivs + 2; } fillRow(verts, texs, bounds.fBottom, SkIntToScalar(bitmap.height()), bounds, xDivs, numXDivs, stretchX, bitmap.width()); SkShader* shader = SkShader::CreateBitmapShader(bitmap, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode); SkPaint p; if (paint) { p = *paint; } p.setShader(shader)->unref(); canvas->drawVertices(SkCanvas::kTriangles_VertexMode, vCount, mesh.fVerts, mesh.fTexs, mesh.fColors, NULL, mesh.fIndices, indexCount, p); } void SkNinePatch::DrawNine(SkCanvas* canvas, const SkRect& bounds, const SkBitmap& bitmap, const SkIRect& margins, const SkPaint* paint) { int32_t xDivs[2]; int32_t yDivs[2]; xDivs[0] = margins.fLeft; xDivs[1] = bitmap.width() - margins.fRight; yDivs[0] = margins.fTop; yDivs[1] = bitmap.height() - margins.fBottom; SkNinePatch::DrawMesh(canvas, bounds, bitmap, xDivs, 2, yDivs, 2, paint); }