Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index a936661..d84ed32 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -43,24 +43,24 @@
}
void Matrix4::loadIdentity() {
- data[kScaleX] = 1.0f;
- data[kSkewY] = 0.0f;
- data[2] = 0.0f;
+ data[kScaleX] = 1.0f;
+ data[kSkewY] = 0.0f;
+ data[2] = 0.0f;
data[kPerspective0] = 0.0f;
- data[kSkewX] = 0.0f;
- data[kScaleY] = 1.0f;
- data[6] = 0.0f;
+ data[kSkewX] = 0.0f;
+ data[kScaleY] = 1.0f;
+ data[6] = 0.0f;
data[kPerspective1] = 0.0f;
- data[8] = 0.0f;
- data[9] = 0.0f;
- data[kScaleZ] = 1.0f;
- data[11] = 0.0f;
+ data[8] = 0.0f;
+ data[9] = 0.0f;
+ data[kScaleZ] = 1.0f;
+ data[11] = 0.0f;
- data[kTranslateX] = 0.0f;
- data[kTranslateY] = 0.0f;
- data[kTranslateZ] = 0.0f;
+ data[kTranslateX] = 0.0f;
+ data[kTranslateY] = 0.0f;
+ data[kTranslateZ] = 0.0f;
data[kPerspective2] = 1.0f;
mType = kTypeIdentity | kTypeRectToRect;
@@ -75,7 +75,7 @@
mType = kTypeIdentity;
if (data[kPerspective0] != 0.0f || data[kPerspective1] != 0.0f ||
- data[kPerspective2] != 1.0f) {
+ data[kPerspective2] != 1.0f) {
mType |= kTypePerspective;
}
@@ -105,7 +105,7 @@
// it doesn't preserve rectangles.
if (!(mType & kTypePerspective)) {
if ((isZero(m00) && isZero(m11) && !isZero(m01) && !isZero(m10)) ||
- (isZero(m01) && isZero(m10) && !isZero(m00) && !isZero(m11))) {
+ (isZero(m01) && isZero(m10) && !isZero(m00) && !isZero(m11))) {
mType |= kTypeRectToRect;
}
}
@@ -155,17 +155,17 @@
void Matrix4::load(const SkMatrix& v) {
memset(data, 0, sizeof(data));
- data[kScaleX] = v[SkMatrix::kMScaleX];
- data[kSkewX] = v[SkMatrix::kMSkewX];
+ data[kScaleX] = v[SkMatrix::kMScaleX];
+ data[kSkewX] = v[SkMatrix::kMSkewX];
data[kTranslateX] = v[SkMatrix::kMTransX];
- data[kSkewY] = v[SkMatrix::kMSkewY];
- data[kScaleY] = v[SkMatrix::kMScaleY];
+ data[kSkewY] = v[SkMatrix::kMSkewY];
+ data[kScaleY] = v[SkMatrix::kMScaleY];
data[kTranslateY] = v[SkMatrix::kMTransY];
- data[kPerspective0] = v[SkMatrix::kMPersp0];
- data[kPerspective1] = v[SkMatrix::kMPersp1];
- data[kPerspective2] = v[SkMatrix::kMPersp2];
+ data[kPerspective0] = v[SkMatrix::kMPersp0];
+ data[kPerspective1] = v[SkMatrix::kMPersp1];
+ data[kPerspective2] = v[SkMatrix::kMPersp2];
data[kScaleZ] = 1.0f;
@@ -183,10 +183,10 @@
v.reset();
v.set(SkMatrix::kMScaleX, data[kScaleX]);
- v.set(SkMatrix::kMSkewX, data[kSkewX]);
+ v.set(SkMatrix::kMSkewX, data[kSkewX]);
v.set(SkMatrix::kMTransX, data[kTranslateX]);
- v.set(SkMatrix::kMSkewY, data[kSkewY]);
+ v.set(SkMatrix::kMSkewY, data[kSkewY]);
v.set(SkMatrix::kMScaleY, data[kScaleY]);
v.set(SkMatrix::kMTransY, data[kTranslateY]);
@@ -201,13 +201,13 @@
// Reset the matrix
// Unnamed fields are never written to except by
// loadIdentity(), they don't need to be reset
- data[kScaleX] = 1.0f;
- data[kSkewX] = 0.0f;
+ data[kScaleX] = 1.0f;
+ data[kSkewX] = 0.0f;
- data[kScaleY] = 1.0f;
- data[kSkewY] = 0.0f;
+ data[kScaleY] = 1.0f;
+ data[kSkewY] = 0.0f;
- data[kScaleZ] = 1.0f;
+ data[kScaleZ] = 1.0f;
data[kPerspective0] = 0.0f;
data[kPerspective1] = 0.0f;
@@ -215,43 +215,48 @@
// No need to deal with kTranslateZ because isPureTranslate()
// only returns true when the kTranslateZ component is 0
- data[kTranslateX] = -v.data[kTranslateX];
- data[kTranslateY] = -v.data[kTranslateY];
- data[kTranslateZ] = 0.0f;
+ data[kTranslateX] = -v.data[kTranslateX];
+ data[kTranslateY] = -v.data[kTranslateY];
+ data[kTranslateZ] = 0.0f;
// A "pure translate" matrix can be identity or translation
mType = v.getType();
return;
}
- double scale = 1.0 /
- (v.data[kScaleX] * ((double) v.data[kScaleY] * v.data[kPerspective2] -
- (double) v.data[kTranslateY] * v.data[kPerspective1]) +
- v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
- (double) v.data[kSkewY] * v.data[kPerspective2]) +
- v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
- (double) v.data[kScaleY] * v.data[kPerspective0]));
+ double scale = 1.0 / (v.data[kScaleX] * ((double)v.data[kScaleY] * v.data[kPerspective2] -
+ (double)v.data[kTranslateY] * v.data[kPerspective1]) +
+ v.data[kSkewX] * ((double)v.data[kTranslateY] * v.data[kPerspective0] -
+ (double)v.data[kSkewY] * v.data[kPerspective2]) +
+ v.data[kTranslateX] * ((double)v.data[kSkewY] * v.data[kPerspective1] -
+ (double)v.data[kScaleY] * v.data[kPerspective0]));
data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
- v.data[kTranslateY] * v.data[kPerspective1]) * scale;
- data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
- v.data[kSkewX] * v.data[kPerspective2]) * scale;
- data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
- v.data[kTranslateX] * v.data[kScaleY]) * scale;
+ v.data[kTranslateY] * v.data[kPerspective1]) *
+ scale;
+ data[kSkewX] =
+ (v.data[kTranslateX] * v.data[kPerspective1] - v.data[kSkewX] * v.data[kPerspective2]) *
+ scale;
+ data[kTranslateX] =
+ (v.data[kSkewX] * v.data[kTranslateY] - v.data[kTranslateX] * v.data[kScaleY]) * scale;
- data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
- v.data[kSkewY] * v.data[kPerspective2]) * scale;
+ data[kSkewY] =
+ (v.data[kTranslateY] * v.data[kPerspective0] - v.data[kSkewY] * v.data[kPerspective2]) *
+ scale;
data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
- v.data[kTranslateX] * v.data[kPerspective0]) * scale;
- data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
- v.data[kScaleX] * v.data[kTranslateY]) * scale;
+ v.data[kTranslateX] * v.data[kPerspective0]) *
+ scale;
+ data[kTranslateY] =
+ (v.data[kTranslateX] * v.data[kSkewY] - v.data[kScaleX] * v.data[kTranslateY]) * scale;
- data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
- v.data[kScaleY] * v.data[kPerspective0]) * scale;
- data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
- v.data[kScaleX] * v.data[kPerspective1]) * scale;
- data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
- v.data[kSkewX] * v.data[kSkewY]) * scale;
+ data[kPerspective0] =
+ (v.data[kSkewY] * v.data[kPerspective1] - v.data[kScaleY] * v.data[kPerspective0]) *
+ scale;
+ data[kPerspective1] =
+ (v.data[kSkewX] * v.data[kPerspective0] - v.data[kScaleX] * v.data[kPerspective1]) *
+ scale;
+ data[kPerspective2] =
+ (v.data[kScaleX] * v.data[kScaleY] - v.data[kSkewX] * v.data[kSkewY]) * scale;
mType = kTypeUnknown;
}
@@ -298,13 +303,13 @@
void Matrix4::loadSkew(float sx, float sy) {
loadIdentity();
- data[kScaleX] = 1.0f;
- data[kSkewX] = sx;
- data[kTranslateX] = 0.0f;
+ data[kScaleX] = 1.0f;
+ data[kSkewX] = sx;
+ data[kTranslateX] = 0.0f;
- data[kSkewY] = sy;
- data[kScaleY] = 1.0f;
- data[kTranslateY] = 0.0f;
+ data[kSkewY] = sy;
+ data[kScaleY] = 1.0f;
+ data[kTranslateY] = 0.0f;
data[kPerspective0] = 0.0f;
data[kPerspective1] = 0.0f;
@@ -320,23 +325,23 @@
loadIdentity();
- data[kScaleX] = c;
- data[kSkewX] = -s;
+ data[kScaleX] = c;
+ data[kSkewX] = -s;
- data[kSkewY] = s;
- data[kScaleY] = c;
+ data[kSkewY] = s;
+ data[kScaleY] = c;
mType = kTypeUnknown;
}
void Matrix4::loadRotate(float angle, float x, float y, float z) {
- data[kPerspective0] = 0.0f;
- data[kPerspective1] = 0.0f;
- data[11] = 0.0f;
- data[kTranslateX] = 0.0f;
- data[kTranslateY] = 0.0f;
- data[kTranslateZ] = 0.0f;
- data[kPerspective2] = 1.0f;
+ data[kPerspective0] = 0.0f;
+ data[kPerspective1] = 0.0f;
+ data[11] = 0.0f;
+ data[kTranslateX] = 0.0f;
+ data[kTranslateY] = 0.0f;
+ data[kTranslateZ] = 0.0f;
+ data[kPerspective2] = 1.0f;
angle *= float(M_PI / 180.0f);
float c = cosf(angle);
@@ -356,27 +361,27 @@
const float ys = y * s;
const float zs = z * s;
- data[kScaleX] = x * x * nc + c;
- data[kSkewX] = xy * nc - zs;
- data[8] = zx * nc + ys;
- data[kSkewY] = xy * nc + zs;
- data[kScaleY] = y * y * nc + c;
- data[9] = yz * nc - xs;
- data[2] = zx * nc - ys;
- data[6] = yz * nc + xs;
- data[kScaleZ] = z * z * nc + c;
+ data[kScaleX] = x * x * nc + c;
+ data[kSkewX] = xy * nc - zs;
+ data[8] = zx * nc + ys;
+ data[kSkewY] = xy * nc + zs;
+ data[kScaleY] = y * y * nc + c;
+ data[9] = yz * nc - xs;
+ data[2] = zx * nc - ys;
+ data[6] = yz * nc + xs;
+ data[kScaleZ] = z * z * nc + c;
mType = kTypeUnknown;
}
void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
- for (int i = 0 ; i < 4 ; i++) {
+ for (int i = 0; i < 4; i++) {
float x = 0;
float y = 0;
float z = 0;
float w = 0;
- for (int j = 0 ; j < 4 ; j++) {
+ for (int j = 0; j < 4; j++) {
const float e = v.get(i, j);
x += u.get(j, 0) * e;
y += u.get(j, 1) * e;
@@ -412,7 +417,7 @@
}
void Matrix4::mapPoint3d(Vector3& vec) const {
- //TODO: optimize simple case
+ // TODO: optimize simple case
const Vector3 orig(vec);
vec.x = orig.x * data[kScaleX] + orig.y * data[kSkewX] + orig.z * data[8] + data[kTranslateX];
vec.y = orig.x * data[kSkewY] + orig.y * data[kScaleY] + orig.z * data[9] + data[kTranslateY];
@@ -469,16 +474,11 @@
return;
}
- float vertices[] = {
- r.left, r.top,
- r.right, r.top,
- r.right, r.bottom,
- r.left, r.bottom
- };
+ float vertices[] = {r.left, r.top, r.right, r.top, r.right, r.bottom, r.left, r.bottom};
float x, y, z;
- for (int i = 0; i < 8; i+= 2) {
+ for (int i = 0; i < 8; i += 2) {
float px = vertices[i];
float py = vertices[i + 1];
@@ -498,10 +498,14 @@
x = vertices[i];
y = vertices[i + 1];
- if (x < r.left) r.left = x;
- else if (x > r.right) r.right = x;
- if (y < r.top) r.top = y;
- else if (y > r.bottom) r.bottom = y;
+ if (x < r.left)
+ r.left = x;
+ else if (x > r.right)
+ r.right = x;
+ if (y < r.top)
+ r.top = y;
+ else if (y > r.bottom)
+ r.bottom = y;
}
}
@@ -522,5 +526,5 @@
ALOGD("]");
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android