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// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_TREES_TRANSFORM_NODE_H_
#define CC_TREES_TRANSFORM_NODE_H_
#include "cc/cc_export.h"
#include "ui/gfx/geometry/point_f.h"
#include "ui/gfx/geometry/scroll_offset.h"
#include "ui/gfx/transform.h"
namespace base {
namespace trace_event {
class TracedValue;
} // namespace trace_event
} // namespace base
namespace cc {
struct CC_EXPORT TransformNode {
TransformNode();
TransformNode(const TransformNode&);
// The node index of this node in the transform tree node vector.
int id;
// The node index of the parent node in the transform tree node vector.
int parent_id;
// The layer id of the layer that owns this node.
int owning_layer_id;
// The local transform information is combined to form to_parent (ignoring
// snapping) as follows:
//
// to_parent = M_post_local * T_scroll * M_local * M_pre_local.
//
// The pre/post may seem odd when read LTR, but we multiply our points from
// the right, so the pre_local matrix affects the result "first". This lines
// up with the notions of pre/post used in skia and gfx::Transform.
//
// TODO(vollick): The values labeled with "will be moved..." take up a lot of
// space, but are only necessary for animated or scrolled nodes (otherwise
// we'll just use the baked to_parent). These values will be ultimately stored
// directly on the transform/scroll display list items when that's possible,
// or potentially in a scroll tree.
//
// TODO(vollick): will be moved when accelerated effects are implemented.
gfx::Transform pre_local;
gfx::Transform local;
gfx::Transform post_local;
gfx::Transform to_parent;
// This is the node which defines the sticky position constraints for this
// transform node. -1 indicates there are no sticky position constraints.
int sticky_position_constraint_id;
// This is the node with respect to which source_offset is defined. This will
// not be needed once layerization moves to cc, but is needed in order to
// efficiently update the transform tree for changes to position in the layer
// tree.
int source_node_id;
// This id determines which 3d rendering context the node is in. 0 is a
// special value and indicates that the node is not in any 3d rendering
// context.
int sorting_context_id;
// TODO(vollick): will be moved when accelerated effects are implemented.
bool needs_local_transform_update : 1;
bool node_and_ancestors_are_animated_or_invertible : 1;
bool is_invertible : 1;
bool ancestors_are_invertible : 1;
bool has_potential_animation : 1;
bool is_currently_animating : 1;
bool to_screen_is_potentially_animated : 1;
bool has_only_translation_animations : 1;
// Flattening, when needed, is only applied to a node's inherited transform,
// never to its local transform.
bool flattens_inherited_transform : 1;
// This is true if the to_parent transform at every node on the path to the
// root is flat.
bool node_and_ancestors_are_flat : 1;
// This is needed to know if a layer can use lcd text.
bool node_and_ancestors_have_only_integer_translation : 1;
bool scrolls : 1;
bool should_be_snapped : 1;
// These are used to position nodes wrt the right or bottom of the inner or
// outer viewport.
bool moved_by_inner_viewport_bounds_delta_x : 1;
bool moved_by_inner_viewport_bounds_delta_y : 1;
bool moved_by_outer_viewport_bounds_delta_x : 1;
bool moved_by_outer_viewport_bounds_delta_y : 1;
// Layer scale factor is used as a fallback when we either cannot adjust
// raster scale or if the raster scale cannot be extracted from the screen
// space transform. For layers in the subtree of the page scale layer, the
// layer scale factor should include the page scale factor.
bool in_subtree_of_page_scale_layer : 1;
// We need to track changes to to_screen transform to compute the damage rect.
bool transform_changed : 1;
// TODO(vollick): will be moved when accelerated effects are implemented.
float post_local_scale_factor;
// TODO(vollick): will be moved when accelerated effects are implemented.
gfx::ScrollOffset scroll_offset;
// This value stores the snapped amount whenever we snap. If the snap is due
// to a scroll, we need it to calculate fixed-pos elements adjustment, even
// otherwise we may need it to undo the snapping next frame.
gfx::Vector2dF snap_amount;
// TODO(vollick): will be moved when accelerated effects are implemented.
gfx::Vector2dF source_offset;
gfx::Vector2dF source_to_parent;
bool operator==(const TransformNode& other) const;
void set_to_parent(const gfx::Transform& transform) {
to_parent = transform;
is_invertible = to_parent.IsInvertible();
}
void update_pre_local_transform(const gfx::Point3F& transform_origin);
void update_post_local_transform(const gfx::PointF& position,
const gfx::Point3F& transform_origin);
void AsValueInto(base::trace_event::TracedValue* value) const;
};
// TODO(sunxd): move this into PropertyTrees::cached_data_.
struct CC_EXPORT TransformCachedNodeData {
TransformCachedNodeData();
TransformCachedNodeData(const TransformCachedNodeData& other);
~TransformCachedNodeData();
gfx::Transform from_screen;
gfx::Transform to_screen;
bool is_showing_backface : 1;
bool operator==(const TransformCachedNodeData& other) const;
};
} // namespace cc
#endif // CC_TREES_TRANSFORM_NODE_H_