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/*
* Copyright (C) 2009 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 "config.h"
#include "TransformState.h"
namespace WebCore {
void TransformState::move(int x, int y, TransformAccumulation accumulate)
{
if (m_accumulatingTransform && m_accumulatedTransform) {
// If we're accumulating into an existing transform, apply the translation.
if (m_direction == ApplyTransformDirection)
m_accumulatedTransform->translateRight(x, y);
else
m_accumulatedTransform->translate(-x, -y); // We're unapplying, so negate
// Then flatten if necessary.
if (accumulate == FlattenTransform)
flatten();
} else {
// Just move the point and, optionally, the quad.
m_lastPlanarPoint.move(x, y);
if (m_mapQuad)
m_lastPlanarQuad.move(x, y);
}
m_accumulatingTransform = accumulate == AccumulateTransform;
}
void TransformState::applyTransform(const TransformationMatrix& transformFromContainer, TransformAccumulation accumulate)
{
// If we have an accumulated transform from last time, multiply in this transform
if (m_accumulatedTransform) {
if (m_direction == ApplyTransformDirection)
m_accumulatedTransform->multiply(transformFromContainer);
else
m_accumulatedTransform->multLeft(transformFromContainer);
} else if (accumulate == AccumulateTransform) {
// Make one if we started to accumulate
m_accumulatedTransform.set(new TransformationMatrix(transformFromContainer));
}
if (accumulate == FlattenTransform) {
const TransformationMatrix* finalTransform = m_accumulatedTransform ? m_accumulatedTransform.get() : &transformFromContainer;
flattenWithTransform(*finalTransform);
}
m_accumulatingTransform = accumulate == AccumulateTransform;
}
void TransformState::flatten()
{
if (!m_accumulatedTransform) {
m_accumulatingTransform = false;
return;
}
flattenWithTransform(*m_accumulatedTransform);
}
FloatPoint TransformState::mappedPoint() const
{
if (!m_accumulatedTransform)
return m_lastPlanarPoint;
if (m_direction == ApplyTransformDirection)
return m_accumulatedTransform->mapPoint(m_lastPlanarPoint);
return m_accumulatedTransform->inverse().projectPoint(m_lastPlanarPoint);
}
FloatQuad TransformState::mappedQuad() const
{
if (!m_accumulatedTransform)
return m_lastPlanarQuad;
if (m_direction == ApplyTransformDirection)
return m_accumulatedTransform->mapQuad(m_lastPlanarQuad);
return m_accumulatedTransform->inverse().projectQuad(m_lastPlanarQuad);
}
void TransformState::flattenWithTransform(const TransformationMatrix& t)
{
if (m_direction == ApplyTransformDirection) {
m_lastPlanarPoint = t.mapPoint(m_lastPlanarPoint);
if (m_mapQuad)
m_lastPlanarQuad = t.mapQuad(m_lastPlanarQuad);
} else {
TransformationMatrix inverseTransform = t.inverse();
m_lastPlanarPoint = inverseTransform.projectPoint(m_lastPlanarPoint);
if (m_mapQuad)
m_lastPlanarQuad = inverseTransform.projectQuad(m_lastPlanarQuad);
}
// We could throw away m_accumulatedTransform if we wanted to here, but that
// would cause thrash when traversing hierarachies with alternating
// preserve-3d and flat elements.
if (m_accumulatedTransform)
m_accumulatedTransform->makeIdentity();
m_accumulatingTransform = false;
}
// HitTestingTransformState methods
void HitTestingTransformState::translate(int x, int y, TransformAccumulation accumulate)
{
m_accumulatedTransform.translate(x, y);
if (accumulate == FlattenTransform)
flattenWithTransform(m_accumulatedTransform);
m_accumulatingTransform = accumulate == AccumulateTransform;
}
void HitTestingTransformState::applyTransform(const TransformationMatrix& transformFromContainer, TransformAccumulation accumulate)
{
m_accumulatedTransform.multLeft(transformFromContainer);
if (accumulate == FlattenTransform)
flattenWithTransform(m_accumulatedTransform);
m_accumulatingTransform = accumulate == AccumulateTransform;
}
void HitTestingTransformState::flatten()
{
flattenWithTransform(m_accumulatedTransform);
}
void HitTestingTransformState::flattenWithTransform(const TransformationMatrix& t)
{
TransformationMatrix inverseTransform = t.inverse();
m_lastPlanarPoint = inverseTransform.projectPoint(m_lastPlanarPoint);
m_lastPlanarQuad = inverseTransform.projectQuad(m_lastPlanarQuad);
m_accumulatedTransform.makeIdentity();
m_accumulatingTransform = false;
}
FloatPoint HitTestingTransformState::mappedPoint() const
{
return m_accumulatedTransform.inverse().projectPoint(m_lastPlanarPoint);
}
FloatQuad HitTestingTransformState::mappedQuad() const
{
return m_accumulatedTransform.inverse().projectQuad(m_lastPlanarQuad);
}
} // namespace WebCore