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67 lines
2.4 KiB
C++
67 lines
2.4 KiB
C++
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef UI_GFX_TRANSFORM_UTIL_H_
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#define UI_GFX_TRANSFORM_UTIL_H_
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#include "ui/gfx/gfx_export.h"
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#include "ui/gfx/transform.h"
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namespace gfx {
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class Point;
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class Rect;
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// Returns a scale transform at |anchor| point.
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GFX_EXPORT Transform GetScaleTransform(const Point& anchor, float scale);
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// Contains the components of a factored transform. These components may be
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// blended and recomposed.
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struct GFX_EXPORT DecomposedTransform {
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// The default constructor initializes the components in such a way that
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// if used with Compose below, will produce the identity transform.
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DecomposedTransform();
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SkMScalar translate[3];
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SkMScalar scale[3];
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SkMScalar skew[3];
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SkMScalar perspective[4];
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SkMScalar quaternion[4];
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std::string ToString() const;
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// Copy and assign are allowed.
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};
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// Interpolates the decomposed components |to| with |from| using the
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// routines described in http://www.w3.org/TR/css3-3d-transform/.
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// |progress| is in the range [0, 1] (0 leaves |out| unchanged, and 1
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// assigns |from| to |out|).
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GFX_EXPORT bool BlendDecomposedTransforms(DecomposedTransform* out,
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const DecomposedTransform& to,
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const DecomposedTransform& from,
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double progress);
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// Decomposes this transform into its translation, scale, skew, perspective,
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// and rotation components following the routines detailed in this spec:
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// http://www.w3.org/TR/css3-3d-transforms/.
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GFX_EXPORT bool DecomposeTransform(DecomposedTransform* out,
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const Transform& transform);
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// Composes a transform from the given translation, scale, skew, prespective,
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// and rotation components following the routines detailed in this spec:
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// http://www.w3.org/TR/css3-3d-transforms/.
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GFX_EXPORT Transform ComposeTransform(const DecomposedTransform& decomp);
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GFX_EXPORT bool SnapTransform(Transform* out,
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const Transform& transform,
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const Rect& viewport);
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// Computes the Frobenius norm of (a - b).
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GFX_EXPORT float MatrixDistance(const Transform& a, const Transform& b);
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} // namespace gfx
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#endif // UI_GFX_TRANSFORM_UTIL_H_
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