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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 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 Matrix3DTransformOperation_h
#define Matrix3DTransformOperation_h
#include "platform/transforms/TransformOperation.h"
namespace blink {
class PLATFORM_EXPORT Matrix3DTransformOperation : public TransformOperation {
public:
static PassRefPtr<Matrix3DTransformOperation> create(const TransformationMatrix& matrix)
{
return adoptRef(new Matrix3DTransformOperation(matrix));
}
TransformationMatrix matrix() const {return m_matrix; }
virtual bool canBlendWith(const TransformOperation& other) const
{
return false;
}
private:
virtual OperationType type() const override { return Matrix3D; }
virtual bool operator==(const TransformOperation& o) const override
{
if (!isSameType(o))
return false;
const Matrix3DTransformOperation* m = static_cast<const Matrix3DTransformOperation*>(&o);
return m_matrix == m->m_matrix;
}
virtual void apply(TransformationMatrix& transform, const FloatSize&) const override
{
transform.multiply(TransformationMatrix(m_matrix));
}
virtual PassRefPtr<TransformOperation> blend(const TransformOperation* from, double progress, bool blendToIdentity = false) override;
Matrix3DTransformOperation(const TransformationMatrix& mat)
{
m_matrix = mat;
}
TransformationMatrix m_matrix;
};
} // namespace blink
#endif // Matrix3DTransformOperation_h