#ifndef CC_BASE_REGION_H_
#define CC_BASE_REGION_H_
#include <string>
#include "base/logging.h"
#include "base/memory/scoped_ptr.h"
#include "cc/base/cc_export.h"
#include "third_party/skia/include/core/SkRegion.h"
#include "ui/gfx/rect.h"
#include "ui/gfx/skia_util.h"
namespace base {
class Value;
}
namespace cc {
class CC_EXPORT Region {
public:
Region();
Region(const Region& region);
Region(const gfx::Rect& rect);
~Region();
const Region& operator=(const gfx::Rect& rect);
const Region& operator=(const Region& region);
void Swap(Region* region);
void Clear();
bool IsEmpty() const;
int GetRegionComplexity() const;
bool Contains(const gfx::Point& point) const;
bool Contains(const gfx::Rect& rect) const;
bool Contains(const Region& region) const;
bool Intersects(const gfx::Rect& rect) const;
bool Intersects(const Region& region) const;
void Subtract(const gfx::Rect& rect);
void Subtract(const Region& region);
void Union(const gfx::Rect& rect);
void Union(const Region& region);
void Intersect(const gfx::Rect& rect);
void Intersect(const Region& region);
bool Equals(const Region& other) const {
return skregion_ == other.skregion_;
}
gfx::Rect bounds() const {
return gfx::SkIRectToRect(skregion_.getBounds());
}
std::string ToString() const;
scoped_ptr<base::Value> AsValue() const;
class CC_EXPORT Iterator {
public:
Iterator();
explicit Iterator(const Region& region);
~Iterator();
gfx::Rect rect() const {
return gfx::SkIRectToRect(it_.rect());
}
void next() {
it_.next();
}
bool has_rect() const {
return !it_.done();
}
private:
SkRegion::Iterator it_;
};
private:
SkRegion skregion_;
};
inline bool operator==(const Region& a, const Region& b) {
return a.Equals(b);
}
inline bool operator!=(const Region& a, const Region& b) {
return !(a == b);
}
inline Region SubtractRegions(const Region& a, const Region& b) {
Region result = a;
result.Subtract(b);
return result;
}
inline Region SubtractRegions(const Region& a, const gfx::Rect& b) {
Region result = a;
result.Subtract(b);
return result;
}
inline Region IntersectRegions(const Region& a, const Region& b) {
Region result = a;
result.Intersect(b);
return result;
}
inline Region IntersectRegions(const Region& a, const gfx::Rect& b) {
Region result = a;
result.Intersect(b);
return result;
}
inline Region UnionRegions(const Region& a, const Region& b) {
Region result = a;
result.Union(b);
return result;
}
inline Region UnionRegions(const Region& a, const gfx::Rect& b) {
Region result = a;
result.Union(b);
return result;
}
}
#endif