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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.
*/
#ifndef TransformState_h
#define TransformState_h
#include "platform/geometry/FloatPoint.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/IntSize.h"
#include "platform/geometry/LayoutSize.h"
#include "platform/transforms/AffineTransform.h"
#include "platform/transforms/TransformationMatrix.h"
#include "wtf/Allocator.h"
#include <memory>
namespace blink {
class PLATFORM_EXPORT TransformState {
STACK_ALLOCATED();
public:
enum TransformDirection {
ApplyTransformDirection,
UnapplyInverseTransformDirection
};
enum TransformAccumulation { FlattenTransform, AccumulateTransform };
TransformState(TransformDirection mappingDirection,
const FloatPoint& p,
const FloatQuad& quad)
: m_lastPlanarPoint(p),
m_lastPlanarQuad(quad),
m_accumulatingTransform(false),
m_forceAccumulatingTransform(false),
m_mapPoint(true),
m_mapQuad(true),
m_direction(mappingDirection) {}
TransformState(TransformDirection mappingDirection, const FloatPoint& p)
: m_lastPlanarPoint(p),
m_accumulatingTransform(false),
m_forceAccumulatingTransform(false),
m_mapPoint(true),
m_mapQuad(false),
m_direction(mappingDirection) {}
TransformState(TransformDirection mappingDirection, const FloatQuad& quad)
: m_lastPlanarQuad(quad),
m_accumulatingTransform(false),
m_forceAccumulatingTransform(false),
m_mapPoint(false),
m_mapQuad(true),
m_direction(mappingDirection) {}
// Accumulate a transform but don't map any points directly.
TransformState(TransformDirection mappingDirection)
: m_accumulatedTransform(TransformationMatrix::create()),
m_accumulatingTransform(true),
m_forceAccumulatingTransform(true),
m_mapPoint(false),
m_mapQuad(false),
m_direction(mappingDirection) {}
TransformState(const TransformState& other) { *this = other; }
TransformState& operator=(const TransformState&);
void setQuad(const FloatQuad& quad) {
// FIXME: this assumes that the quad being added is in the coordinate system
// of the current state. This breaks if we're simultaneously mapping a
// point. https://bugs.webkit.org/show_bug.cgi?id=106680
ASSERT(!m_mapPoint);
m_accumulatedOffset = LayoutSize();
m_lastPlanarQuad = quad;
}
void move(LayoutUnit x,
LayoutUnit y,
TransformAccumulation accumulate = FlattenTransform) {
move(LayoutSize(x, y), accumulate);
}
void move(const LayoutSize&, TransformAccumulation = FlattenTransform);
void move(const IntSize& size,
TransformAccumulation accumulate = FlattenTransform) {
move(LayoutSize(size), accumulate);
}
void applyTransform(const AffineTransform& transformFromContainer,
TransformAccumulation = FlattenTransform,
bool* wasClamped = 0);
void applyTransform(const TransformationMatrix& transformFromContainer,
TransformAccumulation = FlattenTransform,
bool* wasClamped = 0);
void flatten(bool* wasClamped = 0);
// Return the coords of the point or quad in the last flattened layer
FloatPoint lastPlanarPoint() const { return m_lastPlanarPoint; }
FloatQuad lastPlanarQuad() const { return m_lastPlanarQuad; }
// Return the point or quad mapped through the current transform
FloatPoint mappedPoint(bool* wasClamped = 0) const;
FloatQuad mappedQuad(bool* wasClamped = 0) const;
// Return the accumulated transform.
const TransformationMatrix& accumulatedTransform() const;
private:
void translateTransform(const LayoutSize&);
void translateMappedCoordinates(const LayoutSize&);
void flattenWithTransform(const TransformationMatrix&, bool* wasClamped);
void applyAccumulatedOffset();
FloatPoint m_lastPlanarPoint;
FloatQuad m_lastPlanarQuad;
// We only allocate the transform if we need to
std::unique_ptr<TransformationMatrix> m_accumulatedTransform;
LayoutSize m_accumulatedOffset;
bool m_accumulatingTransform;
bool m_forceAccumulatingTransform;
bool m_mapPoint, m_mapQuad;
TransformDirection m_direction;
};
} // namespace blink
#endif // TransformState_h