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/*
* Copyright (C) 2011 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "platform/geometry/TransformState.h"
namespace blink {
TransformState& TransformState::operator=(const TransformState& other) {
m_accumulatedOffset = other.m_accumulatedOffset;
m_mapPoint = other.m_mapPoint;
m_mapQuad = other.m_mapQuad;
if (m_mapPoint)
m_lastPlanarPoint = other.m_lastPlanarPoint;
if (m_mapQuad)
m_lastPlanarQuad = other.m_lastPlanarQuad;
m_accumulatingTransform = other.m_accumulatingTransform;
m_forceAccumulatingTransform = other.m_forceAccumulatingTransform;
m_direction = other.m_direction;
m_accumulatedTransform.reset();
if (other.m_accumulatedTransform)
m_accumulatedTransform =
TransformationMatrix::create(*other.m_accumulatedTransform);
return *this;
}
void TransformState::translateTransform(const LayoutSize& offset) {
if (m_direction == ApplyTransformDirection)
m_accumulatedTransform->translateRight(offset.width().toDouble(),
offset.height().toDouble());
else
m_accumulatedTransform->translate(offset.width().toDouble(),
offset.height().toDouble());
}
void TransformState::translateMappedCoordinates(const LayoutSize& offset) {
FloatSize adjustedOffset((m_direction == ApplyTransformDirection) ? offset
: -offset);
if (m_mapPoint)
m_lastPlanarPoint.move(adjustedOffset);
if (m_mapQuad)
m_lastPlanarQuad.move(adjustedOffset);
}
void TransformState::move(const LayoutSize& offset,
TransformAccumulation accumulate) {
if (m_forceAccumulatingTransform)
accumulate = AccumulateTransform;
if (accumulate == FlattenTransform || !m_accumulatedTransform) {
m_accumulatedOffset += offset;
} else {
applyAccumulatedOffset();
if (m_accumulatingTransform && m_accumulatedTransform) {
// If we're accumulating into an existing transform, apply the
// translation.
translateTransform(offset);
} else {
// Just move the point and/or quad.
translateMappedCoordinates(offset);
}
}
m_accumulatingTransform = accumulate == AccumulateTransform;
}
void TransformState::applyAccumulatedOffset() {
LayoutSize offset = m_accumulatedOffset;
m_accumulatedOffset = LayoutSize();
if (!offset.isZero()) {
if (m_accumulatedTransform) {
translateTransform(offset);
flatten();
} else {
translateMappedCoordinates(offset);
}
}
}
// FIXME: We transform AffineTransform to TransformationMatrix. This is rather
// inefficient.
void TransformState::applyTransform(
const AffineTransform& transformFromContainer,
TransformAccumulation accumulate,
bool* wasClamped) {
applyTransform(transformFromContainer.toTransformationMatrix(), accumulate,
wasClamped);
}
void TransformState::applyTransform(
const TransformationMatrix& transformFromContainer,
TransformAccumulation accumulate,
bool* wasClamped) {
if (wasClamped)
*wasClamped = false;
if (transformFromContainer.isIntegerTranslation()) {
move(LayoutSize(LayoutUnit(transformFromContainer.e()),
LayoutUnit(transformFromContainer.f())),
accumulate);
return;
}
applyAccumulatedOffset();
// If we have an accumulated transform from last time, multiply in this
// transform
if (m_accumulatedTransform) {
if (m_direction == ApplyTransformDirection)
m_accumulatedTransform = TransformationMatrix::create(
transformFromContainer * *m_accumulatedTransform);
else
m_accumulatedTransform->multiply(transformFromContainer);
} else if (accumulate == AccumulateTransform) {
// Make one if we started to accumulate
m_accumulatedTransform =
TransformationMatrix::create(transformFromContainer);
}
if (accumulate == FlattenTransform) {
if (m_forceAccumulatingTransform) {
m_accumulatedTransform->flattenTo2d();
} else {
const TransformationMatrix* finalTransform =
m_accumulatedTransform ? m_accumulatedTransform.get()
: &transformFromContainer;
flattenWithTransform(*finalTransform, wasClamped);
}
}
m_accumulatingTransform =
accumulate == AccumulateTransform || m_forceAccumulatingTransform;
}
void TransformState::flatten(bool* wasClamped) {
ASSERT(!m_forceAccumulatingTransform);
if (wasClamped)
*wasClamped = false;
applyAccumulatedOffset();
if (!m_accumulatedTransform) {
m_accumulatingTransform = false;
return;
}
flattenWithTransform(*m_accumulatedTransform, wasClamped);
}
FloatPoint TransformState::mappedPoint(bool* wasClamped) const {
if (wasClamped)
*wasClamped = false;
FloatPoint point = m_lastPlanarPoint;
point.move((m_direction == ApplyTransformDirection) ? m_accumulatedOffset
: -m_accumulatedOffset);
if (!m_accumulatedTransform)
return point;
if (m_direction == ApplyTransformDirection)
return m_accumulatedTransform->mapPoint(point);
return m_accumulatedTransform->inverse().projectPoint(point, wasClamped);
}
FloatQuad TransformState::mappedQuad(bool* wasClamped) const {
if (wasClamped)
*wasClamped = false;
FloatQuad quad = m_lastPlanarQuad;
quad.move(FloatSize((m_direction == ApplyTransformDirection)
? m_accumulatedOffset
: -m_accumulatedOffset));
if (!m_accumulatedTransform)
return quad;
if (m_direction == ApplyTransformDirection)
return m_accumulatedTransform->mapQuad(quad);
return m_accumulatedTransform->inverse().projectQuad(quad, wasClamped);
}
const TransformationMatrix& TransformState::accumulatedTransform() const {
ASSERT(m_forceAccumulatingTransform && m_accumulatingTransform);
return *m_accumulatedTransform;
}
void TransformState::flattenWithTransform(const TransformationMatrix& t,
bool* wasClamped) {
if (m_direction == ApplyTransformDirection) {
if (m_mapPoint)
m_lastPlanarPoint = t.mapPoint(m_lastPlanarPoint);
if (m_mapQuad)
m_lastPlanarQuad = t.mapQuad(m_lastPlanarQuad);
} else {
TransformationMatrix inverseTransform = t.inverse();
if (m_mapPoint)
m_lastPlanarPoint = inverseTransform.projectPoint(m_lastPlanarPoint);
if (m_mapQuad)
m_lastPlanarQuad =
inverseTransform.projectQuad(m_lastPlanarQuad, wasClamped);
}
// We could throw away m_accumulatedTransform if we wanted to here, but that
// would cause thrash when traversing hierarchies with alternating
// preserve-3d and flat elements.
if (m_accumulatedTransform)
m_accumulatedTransform->makeIdentity();
m_accumulatingTransform = false;
}
} // namespace blink