/* * Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "tvgMath.h" #include "tvgRender.h" /************************************************************************/ /* Internal Class Implementation */ /************************************************************************/ /************************************************************************/ /* External Class Implementation */ /************************************************************************/ uint32_t RenderMethod::ref() { ScopedLock lock(key); return (++refCnt); } uint32_t RenderMethod::unref() { ScopedLock lock(key); return (--refCnt); } void RenderRegion::intersect(const RenderRegion& rhs) { auto x1 = x + w; auto y1 = y + h; auto x2 = rhs.x + rhs.w; auto y2 = rhs.y + rhs.h; x = (x > rhs.x) ? x : rhs.x; y = (y > rhs.y) ? y : rhs.y; w = ((x1 < x2) ? x1 : x2) - x; h = ((y1 < y2) ? y1 : y2) - y; if (w < 0) w = 0; if (h < 0) h = 0; } void RenderRegion::add(const RenderRegion& rhs) { if (rhs.x < x) { w += (x - rhs.x); x = rhs.x; } if (rhs.y < y) { h += (y - rhs.y); y = rhs.y; } if (rhs.x + rhs.w > x + w) w = (rhs.x + rhs.w) - x; if (rhs.y + rhs.h > y + h) h = (rhs.y + rhs.h) - y; }