/* * 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 "flutter/sky/engine/platform/geometry/TransformState.h" #include "flutter/sky/engine/wtf/PassOwnPtr.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_direction = other.m_direction; m_accumulatedTransform.clear(); if (other.m_accumulatedTransform) m_accumulatedTransform = adoptPtr(new TransformationMatrix(*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) { LayoutSize 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 (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); // Then flatten if necessary. if (accumulate == FlattenTransform) flatten(); } 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(transformFromContainer.e(), 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 = adoptPtr(new TransformationMatrix(transformFromContainer * *m_accumulatedTransform)); else m_accumulatedTransform->multiply(transformFromContainer); } else if (accumulate == AccumulateTransform) { // Make one if we started to accumulate m_accumulatedTransform = adoptPtr(new TransformationMatrix(transformFromContainer)); } if (accumulate == FlattenTransform) { const TransformationMatrix* finalTransform = m_accumulatedTransform ? m_accumulatedTransform.get() : &transformFromContainer; flattenWithTransform(*finalTransform, wasClamped); } m_accumulatingTransform = accumulate == AccumulateTransform; } void TransformState::flatten(bool* wasClamped) { 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((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); } 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