/* * 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; } // FIXME: We transform AffineTransform to TransformationMatrix. This is rather inefficient. void TransformState::applyTransform(const AffineTransform& transformFromContainer, TransformAccumulation accumulate) { applyTransform(transformFromContainer.toTransformationMatrix(), accumulate); } 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.set(new TransformationMatrix(transformFromContainer * *m_accumulatedTransform)); else m_accumulatedTransform->multiply(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 hierarchies 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.multiply(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