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