本文整理汇总了C++中nsIntRegion::Intersects方法的典型用法代码示例。如果您正苦于以下问题:C++ nsIntRegion::Intersects方法的具体用法?C++ nsIntRegion::Intersects怎么用?C++ nsIntRegion::Intersects使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类nsIntRegion
的用法示例。
在下文中一共展示了nsIntRegion::Intersects方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: transformOffset
static Layer*
FindBackgroundLayer(ReadbackLayer* aLayer, nsIntPoint* aOffset)
{
gfx::Matrix transform;
if (!aLayer->GetTransform().Is2D(&transform) ||
transform.HasNonIntegerTranslation())
return nullptr;
nsIntPoint transformOffset(int32_t(transform._31), int32_t(transform._32));
for (Layer* l = aLayer->GetPrevSibling(); l; l = l->GetPrevSibling()) {
gfx::Matrix backgroundTransform;
if (!l->GetTransform().Is2D(&backgroundTransform) ||
gfx::ThebesMatrix(backgroundTransform).HasNonIntegerTranslation())
return nullptr;
nsIntPoint backgroundOffset(int32_t(backgroundTransform._31), int32_t(backgroundTransform._32));
IntRect rectInBackground(transformOffset - backgroundOffset, aLayer->GetSize());
const nsIntRegion visibleRegion = l->GetEffectiveVisibleRegion().ToUnknownRegion();
if (!visibleRegion.Intersects(rectInBackground))
continue;
// Since l is present in the background, from here on we either choose l
// or nothing.
if (!visibleRegion.Contains(rectInBackground))
return nullptr;
if (l->GetEffectiveOpacity() != 1.0 ||
l->HasMaskLayers() ||
!(l->GetContentFlags() & Layer::CONTENT_OPAQUE))
{
return nullptr;
}
// cliprects are post-transform
const Maybe<ParentLayerIntRect>& clipRect = l->GetEffectiveClipRect();
if (clipRect && !clipRect->Contains(ViewAs<ParentLayerPixel>(IntRect(transformOffset, aLayer->GetSize()))))
return nullptr;
Layer::LayerType type = l->GetType();
if (type != Layer::TYPE_COLOR && type != Layer::TYPE_PAINTED)
return nullptr;
*aOffset = backgroundOffset - transformOffset;
return l;
}
return nullptr;
}
示例2: IntRect
void
TiledTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
{
if (mTextureState != Valid) {
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
aForRegion = IntRect(IntPoint(0, 0), mSize);
return;
}
nsIntRegion newRegion;
// We need to query each texture with the region it will be drawing and
// set aForRegion to be the combination of all of these regions
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
IntRect imageRect = IntRect(IntPoint(xPos,yPos),
mImages[i]->GetSize());
if (aForRegion.Intersects(imageRect)) {
// Make a copy of the region
nsIntRegion subRegion;
subRegion.And(aForRegion, imageRect);
// Translate it into tile-space
subRegion.MoveBy(-xPos, -yPos);
// Query region
mImages[i]->GetUpdateRegion(subRegion);
// Translate back
subRegion.MoveBy(xPos, yPos);
// Add to the accumulated region
newRegion.Or(newRegion, subRegion);
}
}
aForRegion = newRegion;
}
示例3: tileBounds
bool
ClientTiledLayerBuffer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
const nsIntRegion& aOldValidRegion,
nsIntRegion& aRegionToPaint,
BasicTiledLayerPaintData* aPaintData,
bool aIsRepeated)
{
aRegionToPaint = aInvalidRegion;
// If the composition bounds rect is empty, we can't make any sensible
// decision about how to update coherently. In this case, just update
// everything in one transaction.
if (aPaintData->mCompositionBounds.IsEmpty()) {
aPaintData->mPaintFinished = true;
return false;
}
// If this is a low precision buffer, we force progressive updates. The
// assumption is that the contents is less important, so visual coherency
// is lower priority than speed.
bool drawingLowPrecision = IsLowPrecision();
// Find out if we have any non-stale content to update.
nsIntRegion staleRegion;
staleRegion.And(aInvalidRegion, aOldValidRegion);
// Find out the current view transform to determine which tiles to draw
// first, and see if we should just abort this paint. Aborting is usually
// caused by there being an incoming, more relevant paint.
ParentLayerRect compositionBounds;
CSSToParentLayerScale zoom;
#if defined(MOZ_WIDGET_ANDROID)
bool abortPaint = mManager->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
compositionBounds, zoom,
!drawingLowPrecision);
#else
MOZ_ASSERT(mSharedFrameMetricsHelper);
ContainerLayer* parent = mThebesLayer->AsLayer()->GetParent();
bool abortPaint =
mSharedFrameMetricsHelper->UpdateFromCompositorFrameMetrics(
parent,
!staleRegion.Contains(aInvalidRegion),
drawingLowPrecision,
compositionBounds,
zoom);
#endif
if (abortPaint) {
// We ignore if front-end wants to abort if this is the first,
// non-low-precision paint, as in that situation, we're about to override
// front-end's page/viewport metrics.
if (!aPaintData->mFirstPaint || drawingLowPrecision) {
PROFILER_LABEL("ContentClient", "Abort painting");
aRegionToPaint.SetEmpty();
return aIsRepeated;
}
}
// Transform the screen coordinates into transformed layout device coordinates.
LayoutDeviceRect transformedCompositionBounds =
TransformCompositionBounds(compositionBounds, zoom, aPaintData->mScrollOffset,
aPaintData->mResolution, aPaintData->mTransformParentLayerToLayout);
// Paint tiles that have stale content or that intersected with the screen
// at the time of issuing the draw command in a single transaction first.
// This is to avoid rendering glitches on animated page content, and when
// layers change size/shape.
LayoutDeviceRect coherentUpdateRect =
transformedCompositionBounds.Intersect(aPaintData->mCompositionBounds);
nsIntRect roundedCoherentUpdateRect =
LayoutDeviceIntRect::ToUntyped(RoundedOut(coherentUpdateRect));
aRegionToPaint.And(aInvalidRegion, roundedCoherentUpdateRect);
aRegionToPaint.Or(aRegionToPaint, staleRegion);
bool drawingStale = !aRegionToPaint.IsEmpty();
if (!drawingStale) {
aRegionToPaint = aInvalidRegion;
}
// Prioritise tiles that are currently visible on the screen.
bool paintVisible = false;
if (aRegionToPaint.Intersects(roundedCoherentUpdateRect)) {
aRegionToPaint.And(aRegionToPaint, roundedCoherentUpdateRect);
paintVisible = true;
}
// Paint area that's visible and overlaps previously valid content to avoid
// visible glitches in animated elements, such as gifs.
bool paintInSingleTransaction = paintVisible && (drawingStale || aPaintData->mFirstPaint);
// The following code decides what order to draw tiles in, based on the
// current scroll direction of the primary scrollable layer.
NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
nsIntRect paintBounds = aRegionToPaint.GetBounds();
int startX, incX, startY, incY;
int tileLength = GetScaledTileLength();
//.........这里部分代码省略.........