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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 THIRD_PARTY_BLINK_RENDERER_PLATFORM_TRANSFORMS_TRANSFORM_STATE_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_TRANSFORMS_TRANSFORM_STATE_H_
#include <memory>
#include "third_party/blink/renderer/platform/geometry/float_point.h"
#include "third_party/blink/renderer/platform/geometry/float_quad.h"
#include "third_party/blink/renderer/platform/geometry/int_size.h"
#include "third_party/blink/renderer/platform/geometry/layout_point.h"
#include "third_party/blink/renderer/platform/geometry/layout_size.h"
#include "third_party/blink/renderer/platform/transforms/affine_transform.h"
#include "third_party/blink/renderer/platform/transforms/transformation_matrix.h"
#include "third_party/blink/renderer/platform/wtf/allocator.h"
namespace blink {
class PLATFORM_EXPORT TransformState {
STACK_ALLOCATED();
public:
enum TransformDirection {
kApplyTransformDirection,
kUnapplyInverseTransformDirection
};
enum TransformAccumulation { kFlattenTransform, kAccumulateTransform };
TransformState(TransformDirection mapping_direction,
const FloatPoint& p,
const FloatQuad& quad)
: last_planar_point_(p),
last_planar_quad_(quad),
accumulating_transform_(false),
force_accumulating_transform_(false),
map_point_(true),
map_quad_(true),
direction_(mapping_direction) {}
TransformState(TransformDirection mapping_direction, const FloatPoint& p)
: last_planar_point_(p),
accumulating_transform_(false),
force_accumulating_transform_(false),
map_point_(true),
map_quad_(false),
direction_(mapping_direction) {}
TransformState(TransformDirection mapping_direction, const FloatQuad& quad)
: last_planar_quad_(quad),
accumulating_transform_(false),
force_accumulating_transform_(false),
map_point_(false),
map_quad_(true),
direction_(mapping_direction) {}
// Accumulate a transform but don't map any points directly.
TransformState(TransformDirection mapping_direction)
: accumulated_transform_(std::make_unique<TransformationMatrix>()),
accumulating_transform_(true),
force_accumulating_transform_(true),
map_point_(false),
map_quad_(false),
direction_(mapping_direction) {}
TransformState(const TransformState& other) { *this = other; }
TransformState& operator=(const TransformState&);
// Note: this overrides the quad and ignores any accumulatedOffset.
// If it's desired to include the offset, call flatten() first.
void SetQuad(const FloatQuad& quad) {
DCHECK(!accumulating_transform_);
// 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
DCHECK(!map_point_);
accumulated_offset_ = LayoutSize();
last_planar_quad_ = quad;
}
void Move(LayoutUnit x,
LayoutUnit y,
TransformAccumulation accumulate = kFlattenTransform) {
Move(LayoutSize(x, y), accumulate);
}
void Move(const LayoutSize&, TransformAccumulation = kFlattenTransform);
void Move(const IntSize& size,
TransformAccumulation accumulate = kFlattenTransform) {
Move(LayoutSize(size), accumulate);
}
void MoveBy(const LayoutPoint& point,
TransformAccumulation accumulate = kFlattenTransform) {
Move(LayoutSize(point.X(), point.Y()), accumulate);
}
void ApplyTransform(const AffineTransform& transform_from_container,
TransformAccumulation = kFlattenTransform,
bool* was_clamped = nullptr);
void ApplyTransform(const TransformationMatrix& transform_from_container,
TransformAccumulation = kFlattenTransform,
bool* was_clamped = nullptr);
void Flatten(bool* was_clamped = nullptr);
// Return the coords of the point or quad in the last flattened layer
FloatPoint LastPlanarPoint() const { return last_planar_point_; }
FloatQuad LastPlanarQuad() const { return last_planar_quad_; }
// Return the point or quad mapped through the current transform
FloatPoint MappedPoint(bool* was_clamped = nullptr) const;
FloatQuad MappedQuad(bool* was_clamped = nullptr) const;
// Return the accumulated transform.
const TransformationMatrix& AccumulatedTransform() const;
private:
void TranslateTransform(const LayoutSize&);
void TranslateMappedCoordinates(const LayoutSize&);
void FlattenWithTransform(const TransformationMatrix&, bool* was_clamped);
void ApplyAccumulatedOffset();
FloatPoint last_planar_point_;
FloatQuad last_planar_quad_;
// We only allocate the transform if we need to
std::unique_ptr<TransformationMatrix> accumulated_transform_;
LayoutSize accumulated_offset_;
bool accumulating_transform_;
bool force_accumulating_transform_;
bool map_point_, map_quad_;
TransformDirection direction_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_TRANSFORMS_TRANSFORM_STATE_H_