Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

212 lines
7.5 KiB
C++

/*
* 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 "sky/engine/config.h"
#include "sky/engine/platform/geometry/TransformState.h"
#include "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