655 lines
20 KiB
C++
655 lines
20 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Maintains a set of rectangles as a complex region.
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This class allows a set of rectangles to be treated as a solid shape, and can
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add and remove rectangular sections of it, and simplify overlapping or
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adjacent rectangles.
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@see Rectangle
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@tags{Graphics}
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*/
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template <typename ValueType>
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class RectangleList final
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{
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public:
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typedef Rectangle<ValueType> RectangleType;
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//==============================================================================
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/** Creates an empty RectangleList */
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RectangleList() noexcept {}
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/** Creates a copy of another list */
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RectangleList (const RectangleList& other) : rects (other.rects)
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{
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}
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/** Creates a list containing just one rectangle. */
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RectangleList (RectangleType rect)
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{
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addWithoutMerging (rect);
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}
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/** Copies this list from another one. */
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RectangleList& operator= (const RectangleList& other)
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{
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rects = other.rects;
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return *this;
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}
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/** Move constructor */
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RectangleList (RectangleList&& other) noexcept
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: rects (static_cast<Array<RectangleType>&&> (other.rects))
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{
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}
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/** Move assignment operator */
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RectangleList& operator= (RectangleList&& other) noexcept
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{
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rects = static_cast<Array<RectangleType>&&> (other.rects);
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return *this;
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}
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//==============================================================================
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/** Returns true if the region is empty. */
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bool isEmpty() const noexcept { return rects.isEmpty(); }
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/** Returns the number of rectangles in the list. */
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int getNumRectangles() const noexcept { return rects.size(); }
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/** Returns one of the rectangles at a particular index.
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@returns the rectangle at the index, or an empty rectangle if the index is out-of-range.
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*/
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RectangleType getRectangle (int index) const noexcept { return rects[index]; }
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//==============================================================================
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/** Removes all rectangles to leave an empty region. */
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void clear()
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{
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rects.clearQuick();
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}
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/** Merges a new rectangle into the list.
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The rectangle being added will first be clipped to remove any parts of it
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that overlap existing rectangles in the list, and adjacent rectangles will be
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merged into it.
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The rectangle can have any size and may be empty, but if it's floating point
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then it's expected to not contain any INF values.
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*/
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void add (RectangleType rect)
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{
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jassert (rect.isFinite()); // You must provide a valid rectangle to this method!
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if (! rect.isEmpty())
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{
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if (isEmpty())
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{
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rects.add (rect);
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}
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else
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{
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bool anyOverlaps = false;
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for (int j = rects.size(); --j >= 0;)
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{
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auto& ourRect = rects.getReference (j);
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if (rect.intersects (ourRect))
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{
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if (rect.contains (ourRect))
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rects.remove (j);
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else if (! ourRect.reduceIfPartlyContainedIn (rect))
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anyOverlaps = true;
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}
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}
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if (anyOverlaps && ! isEmpty())
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{
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RectangleList r (rect);
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for (auto& ourRect : rects)
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{
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if (rect.intersects (ourRect))
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{
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r.subtract (ourRect);
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if (r.isEmpty())
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return;
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}
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}
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rects.addArray (r.rects);
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}
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else
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{
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rects.add (rect);
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}
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}
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}
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}
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/** Merges a new rectangle into the list.
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The rectangle being added will first be clipped to remove any parts of it
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that overlap existing rectangles in the list.
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*/
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void add (ValueType x, ValueType y, ValueType width, ValueType height)
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{
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add (RectangleType (x, y, width, height));
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}
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/** Dumbly adds a rectangle to the list without checking for overlaps.
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This simply adds the rectangle to the end, it doesn't merge it or remove
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any overlapping bits.
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The rectangle can have any size and may be empty, but if it's floating point
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then it's expected to not contain any INF values.
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*/
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void addWithoutMerging (RectangleType rect)
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{
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jassert (rect.isFinite()); // You must provide a valid rectangle to this method!
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if (! rect.isEmpty())
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rects.add (rect);
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}
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/** Merges another rectangle list into this one.
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Any overlaps between the two lists will be clipped, so that the result is
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the union of both lists.
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*/
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void add (const RectangleList& other)
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{
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for (auto& r : other)
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add (*r);
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}
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/** Removes a rectangular region from the list.
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Any rectangles in the list which overlap this will be clipped and subdivided
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if necessary.
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*/
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void subtract (RectangleType rect)
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{
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if (auto numRects = rects.size())
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{
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auto x1 = rect.getX();
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auto y1 = rect.getY();
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auto x2 = x1 + rect.getWidth();
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auto y2 = y1 + rect.getHeight();
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for (int i = numRects; --i >= 0;)
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{
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auto& r = rects.getReference (i);
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auto rx1 = r.getX();
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auto ry1 = r.getY();
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auto rx2 = rx1 + r.getWidth();
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auto ry2 = ry1 + r.getHeight();
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if (! (x2 <= rx1 || x1 >= rx2 || y2 <= ry1 || y1 >= ry2))
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{
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if (x1 > rx1 && x1 < rx2)
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{
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if (y1 <= ry1 && y2 >= ry2 && x2 >= rx2)
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{
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r.setWidth (x1 - rx1);
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}
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else
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{
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r.setX (x1);
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r.setWidth (rx2 - x1);
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rects.insert (++i, RectangleType (rx1, ry1, x1 - rx1, ry2 - ry1));
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++i;
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}
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}
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else if (x2 > rx1 && x2 < rx2)
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{
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r.setX (x2);
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r.setWidth (rx2 - x2);
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if (y1 > ry1 || y2 < ry2 || x1 > rx1)
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{
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rects.insert (++i, RectangleType (rx1, ry1, x2 - rx1, ry2 - ry1));
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++i;
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}
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}
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else if (y1 > ry1 && y1 < ry2)
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{
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if (x1 <= rx1 && x2 >= rx2 && y2 >= ry2)
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{
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r.setHeight (y1 - ry1);
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}
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else
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{
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r.setY (y1);
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r.setHeight (ry2 - y1);
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rects.insert (++i, RectangleType (rx1, ry1, rx2 - rx1, y1 - ry1));
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++i;
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}
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}
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else if (y2 > ry1 && y2 < ry2)
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{
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r.setY (y2);
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r.setHeight (ry2 - y2);
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if (x1 > rx1 || x2 < rx2 || y1 > ry1)
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{
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rects.insert (++i, RectangleType (rx1, ry1, rx2 - rx1, y2 - ry1));
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++i;
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}
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}
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else
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{
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rects.remove (i);
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}
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}
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}
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}
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}
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/** Removes all areas in another RectangleList from this one.
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Any rectangles in the list which overlap this will be clipped and subdivided
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if necessary.
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@returns true if the resulting list is non-empty.
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*/
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bool subtract (const RectangleList& otherList)
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{
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for (auto& r : otherList)
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{
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if (isEmpty())
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return false;
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subtract (r);
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}
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return ! isEmpty();
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}
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/** Removes any areas of the region that lie outside a given rectangle.
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Any rectangles in the list which overlap this will be clipped and subdivided
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if necessary.
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Returns true if the resulting region is not empty, false if it is empty.
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@see getIntersectionWith
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*/
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bool clipTo (RectangleType rect)
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{
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jassert (rect.isFinite()); // You must provide a valid rectangle to this method!
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bool notEmpty = false;
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if (rect.isEmpty())
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{
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clear();
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}
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else
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{
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for (int i = rects.size(); --i >= 0;)
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{
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auto& r = rects.getReference (i);
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if (! rect.intersectRectangle (r))
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rects.remove (i);
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else
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notEmpty = true;
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}
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}
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return notEmpty;
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}
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/** Removes any areas of the region that lie outside a given rectangle list.
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Any rectangles in this object which overlap the specified list will be clipped
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and subdivided if necessary.
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Returns true if the resulting region is not empty, false if it is empty.
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@see getIntersectionWith
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*/
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template <typename OtherValueType>
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bool clipTo (const RectangleList<OtherValueType>& other)
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{
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if (isEmpty())
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return false;
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RectangleList result;
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for (auto& rect : rects)
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{
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for (auto& r : other)
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{
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auto clipped = r.template toType<ValueType>();
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if (rect.intersectRectangle (clipped))
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result.rects.add (clipped);
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}
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}
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swapWith (result);
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return ! isEmpty();
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}
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/** Creates a region which is the result of clipping this one to a given rectangle.
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Unlike the other clipTo method, this one doesn't affect this object - it puts the
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resulting region into the list whose reference is passed-in.
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Returns true if the resulting region is not empty, false if it is empty.
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@see clipTo
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*/
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bool getIntersectionWith (RectangleType rect, RectangleList& destRegion) const
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{
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jassert (rect.isFinite()); // You must provide a valid rectangle to this method!
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destRegion.clear();
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if (! rect.isEmpty())
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for (auto& r : rects)
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if (rect.intersectRectangle (r))
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destRegion.rects.add (r);
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return ! destRegion.isEmpty();
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}
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/** Swaps the contents of this and another list.
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This swaps their internal pointers, so is hugely faster than using copy-by-value
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to swap them.
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*/
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void swapWith (RectangleList& otherList) noexcept
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{
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rects.swapWith (otherList.rects);
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}
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//==============================================================================
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/** Checks whether the region contains a given point.
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@returns true if the point lies within one of the rectangles in the list
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*/
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bool containsPoint (Point<ValueType> point) const noexcept
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{
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for (auto& r : rects)
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if (r.contains (point))
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return true;
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return false;
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}
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/** Checks whether the region contains a given point.
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@returns true if the point lies within one of the rectangles in the list
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*/
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bool containsPoint (ValueType x, ValueType y) const noexcept
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{
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return containsPoint (Point<ValueType> (x, y));
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}
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/** Checks whether the region contains the whole of a given rectangle.
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@returns true all parts of the rectangle passed in lie within the region
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defined by this object
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@see intersectsRectangle, containsPoint
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*/
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bool containsRectangle (RectangleType rectangleToCheck) const
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{
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if (rects.size() > 1)
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{
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RectangleList r (rectangleToCheck);
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for (auto& rect : rects)
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{
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r.subtract (rect);
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if (r.isEmpty())
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return true;
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}
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}
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else if (! isEmpty())
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{
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return rects.getReference (0).contains (rectangleToCheck);
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}
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return false;
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}
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/** Checks whether the region contains any part of a given rectangle.
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@returns true if any part of the rectangle passed in lies within the region
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defined by this object
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@see containsRectangle
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*/
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bool intersectsRectangle (RectangleType rectangleToCheck) const noexcept
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{
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for (auto& r : rects)
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if (r.intersects (rectangleToCheck))
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return true;
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return false;
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}
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/** Checks whether this region intersects any part of another one.
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@see intersectsRectangle
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*/
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bool intersects (const RectangleList& other) const noexcept
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{
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for (auto& r : rects)
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if (other.intersectsRectangle (r))
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return true;
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return false;
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}
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//==============================================================================
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/** Returns the smallest rectangle that can enclose the whole of this region. */
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RectangleType getBounds() const noexcept
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{
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if (isEmpty())
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return {};
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auto& r = rects.getReference (0);
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if (rects.size() == 1)
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return r;
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auto minX = r.getX();
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auto minY = r.getY();
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auto maxX = minX + r.getWidth();
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auto maxY = minY + r.getHeight();
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for (int i = rects.size(); --i > 0;)
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{
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auto& r2 = rects.getReference (i);
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minX = jmin (minX, r2.getX());
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minY = jmin (minY, r2.getY());
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maxX = jmax (maxX, r2.getRight());
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maxY = jmax (maxY, r2.getBottom());
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}
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return { minX, minY, maxX - minX, maxY - minY };
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}
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/** Optimises the list into a minimum number of constituent rectangles.
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This will try to combine any adjacent rectangles into larger ones where
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possible, to simplify lists that might have been fragmented by repeated
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add/subtract calls.
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*/
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void consolidate()
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{
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for (int i = 0; i < rects.size() - 1; ++i)
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{
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auto& r = rects.getReference (i);
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auto rx1 = r.getX();
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auto ry1 = r.getY();
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auto rx2 = rx1 + r.getWidth();
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auto ry2 = ry1 + r.getHeight();
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for (int j = rects.size(); --j > i;)
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{
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auto& r2 = rects.getReference (j);
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auto jrx1 = r2.getX();
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auto jry1 = r2.getY();
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auto jrx2 = jrx1 + r2.getWidth();
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auto jry2 = jry1 + r2.getHeight();
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// if the vertical edges of any blocks are touching and their horizontals don't
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// line up, split them horizontally..
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if (jrx1 == rx2 || jrx2 == rx1)
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{
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if (jry1 > ry1 && jry1 < ry2)
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{
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r.setHeight (jry1 - ry1);
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rects.add (RectangleType (rx1, jry1, rx2 - rx1, ry2 - jry1));
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i = -1;
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break;
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}
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if (jry2 > ry1 && jry2 < ry2)
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{
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r.setHeight (jry2 - ry1);
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rects.add (RectangleType (rx1, jry2, rx2 - rx1, ry2 - jry2));
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i = -1;
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break;
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}
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else if (ry1 > jry1 && ry1 < jry2)
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{
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r2.setHeight (ry1 - jry1);
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rects.add (RectangleType (jrx1, ry1, jrx2 - jrx1, jry2 - ry1));
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i = -1;
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break;
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}
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else if (ry2 > jry1 && ry2 < jry2)
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{
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r2.setHeight (ry2 - jry1);
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rects.add (RectangleType (jrx1, ry2, jrx2 - jrx1, jry2 - ry2));
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i = -1;
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break;
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}
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}
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}
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}
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for (int i = 0; i < rects.size() - 1; ++i)
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{
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auto& r = rects.getReference (i);
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for (int j = rects.size(); --j > i;)
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{
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if (r.enlargeIfAdjacent (rects.getReference (j)))
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{
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rects.remove (j);
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i = -1;
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break;
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}
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}
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}
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}
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/** Adds an x and y value to all the coordinates. */
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void offsetAll (Point<ValueType> offset) noexcept
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|
{
|
|
for (auto& r : rects)
|
|
r += offset;
|
|
}
|
|
|
|
/** Adds an x and y value to all the coordinates. */
|
|
void offsetAll (ValueType dx, ValueType dy) noexcept
|
|
{
|
|
offsetAll (Point<ValueType> (dx, dy));
|
|
}
|
|
|
|
/** Scales all the coordinates. */
|
|
template <typename ScaleType>
|
|
void scaleAll (ScaleType scaleFactor) noexcept
|
|
{
|
|
for (auto& r : rects)
|
|
r *= scaleFactor;
|
|
}
|
|
|
|
/** Applies a transform to all the rectangles.
|
|
Obviously this will create a mess if the transform involves any
|
|
rotation or skewing.
|
|
*/
|
|
void transformAll (const AffineTransform& transform) noexcept
|
|
{
|
|
for (auto& r : rects)
|
|
r = r.transformedBy (transform);
|
|
}
|
|
|
|
//==============================================================================
|
|
/** Creates a Path object to represent this region. */
|
|
Path toPath() const
|
|
{
|
|
Path p;
|
|
|
|
for (auto& r : rects)
|
|
p.addRectangle (r);
|
|
|
|
return p;
|
|
}
|
|
|
|
//==============================================================================
|
|
/** Standard method for iterating the rectangles in the list. */
|
|
const RectangleType* begin() const noexcept { return rects.begin(); }
|
|
/** Standard method for iterating the rectangles in the list. */
|
|
const RectangleType* end() const noexcept { return rects.end(); }
|
|
|
|
/** Increases the internal storage to hold a minimum number of rectangles.
|
|
Calling this before adding a large number of rectangles means that
|
|
the array won't have to keep dynamically resizing itself as the elements
|
|
are added, and it'll therefore be more efficient.
|
|
@see Array::ensureStorageAllocated
|
|
*/
|
|
void ensureStorageAllocated (int minNumRectangles)
|
|
{
|
|
rects.ensureStorageAllocated (minNumRectangles);
|
|
}
|
|
|
|
private:
|
|
//==============================================================================
|
|
Array<RectangleType> rects;
|
|
};
|
|
|
|
} // namespace juce
|