1 /* 2 * Copyright (C) 2009 Apple Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 1. Redistributions of source code must retain the above copyright 8 * notice, this list of conditions and the following disclaimer. 9 * 2. Redistributions in binary form must reproduce the above copyright 10 * notice, this list of conditions and the following disclaimer in the 11 * documentation and/or other materials provided with the distribution. 12 * 13 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY 14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR 17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24 */ 25 26 #include "config.h" 27 #include "TransformState.h" 28 29 namespace WebCore { 30 31 void TransformState::move(int x, int y, TransformAccumulation accumulate) 32 { 33 if (m_accumulatingTransform && m_accumulatedTransform) { 34 // If we're accumulating into an existing transform, apply the translation. 35 if (m_direction == ApplyTransformDirection) 36 m_accumulatedTransform->translateRight(x, y); 37 else 38 m_accumulatedTransform->translate(-x, -y); // We're unapplying, so negate 39 40 // Then flatten if necessary. 41 if (accumulate == FlattenTransform) 42 flatten(); 43 } else { 44 // Just move the point and, optionally, the quad. 45 m_lastPlanarPoint.move(x, y); 46 if (m_mapQuad) 47 m_lastPlanarQuad.move(x, y); 48 } 49 m_accumulatingTransform = accumulate == AccumulateTransform; 50 } 51 52 // FIXME: We transform AffineTransform to TransformationMatrix. This is rather inefficient. 53 void TransformState::applyTransform(const AffineTransform& transformFromContainer, TransformAccumulation accumulate) 54 { 55 applyTransform(transformFromContainer.toTransformationMatrix(), accumulate); 56 } 57 58 void TransformState::applyTransform(const TransformationMatrix& transformFromContainer, TransformAccumulation accumulate) 59 { 60 // If we have an accumulated transform from last time, multiply in this transform 61 if (m_accumulatedTransform) { 62 if (m_direction == ApplyTransformDirection) 63 m_accumulatedTransform.set(new TransformationMatrix(transformFromContainer * *m_accumulatedTransform)); 64 else 65 m_accumulatedTransform->multiply(transformFromContainer); 66 } else if (accumulate == AccumulateTransform) { 67 // Make one if we started to accumulate 68 m_accumulatedTransform.set(new TransformationMatrix(transformFromContainer)); 69 } 70 71 if (accumulate == FlattenTransform) { 72 const TransformationMatrix* finalTransform = m_accumulatedTransform ? m_accumulatedTransform.get() : &transformFromContainer; 73 flattenWithTransform(*finalTransform); 74 } 75 m_accumulatingTransform = accumulate == AccumulateTransform; 76 } 77 78 void TransformState::flatten() 79 { 80 if (!m_accumulatedTransform) { 81 m_accumulatingTransform = false; 82 return; 83 } 84 85 flattenWithTransform(*m_accumulatedTransform); 86 } 87 88 FloatPoint TransformState::mappedPoint() const 89 { 90 if (!m_accumulatedTransform) 91 return m_lastPlanarPoint; 92 93 if (m_direction == ApplyTransformDirection) 94 return m_accumulatedTransform->mapPoint(m_lastPlanarPoint); 95 96 return m_accumulatedTransform->inverse().projectPoint(m_lastPlanarPoint); 97 } 98 99 FloatQuad TransformState::mappedQuad() const 100 { 101 if (!m_accumulatedTransform) 102 return m_lastPlanarQuad; 103 104 if (m_direction == ApplyTransformDirection) 105 return m_accumulatedTransform->mapQuad(m_lastPlanarQuad); 106 107 return m_accumulatedTransform->inverse().projectQuad(m_lastPlanarQuad); 108 } 109 110 void TransformState::flattenWithTransform(const TransformationMatrix& t) 111 { 112 if (m_direction == ApplyTransformDirection) { 113 m_lastPlanarPoint = t.mapPoint(m_lastPlanarPoint); 114 if (m_mapQuad) 115 m_lastPlanarQuad = t.mapQuad(m_lastPlanarQuad); 116 } else { 117 TransformationMatrix inverseTransform = t.inverse(); 118 m_lastPlanarPoint = inverseTransform.projectPoint(m_lastPlanarPoint); 119 if (m_mapQuad) 120 m_lastPlanarQuad = inverseTransform.projectQuad(m_lastPlanarQuad); 121 } 122 123 // We could throw away m_accumulatedTransform if we wanted to here, but that 124 // would cause thrash when traversing hierarchies with alternating 125 // preserve-3d and flat elements. 126 if (m_accumulatedTransform) 127 m_accumulatedTransform->makeIdentity(); 128 m_accumulatingTransform = false; 129 } 130 131 // HitTestingTransformState methods 132 void HitTestingTransformState::translate(int x, int y, TransformAccumulation accumulate) 133 { 134 m_accumulatedTransform.translate(x, y); 135 if (accumulate == FlattenTransform) 136 flattenWithTransform(m_accumulatedTransform); 137 138 m_accumulatingTransform = accumulate == AccumulateTransform; 139 } 140 141 void HitTestingTransformState::applyTransform(const TransformationMatrix& transformFromContainer, TransformAccumulation accumulate) 142 { 143 m_accumulatedTransform.multiply(transformFromContainer); 144 if (accumulate == FlattenTransform) 145 flattenWithTransform(m_accumulatedTransform); 146 147 m_accumulatingTransform = accumulate == AccumulateTransform; 148 } 149 150 void HitTestingTransformState::flatten() 151 { 152 flattenWithTransform(m_accumulatedTransform); 153 } 154 155 void HitTestingTransformState::flattenWithTransform(const TransformationMatrix& t) 156 { 157 TransformationMatrix inverseTransform = t.inverse(); 158 m_lastPlanarPoint = inverseTransform.projectPoint(m_lastPlanarPoint); 159 m_lastPlanarQuad = inverseTransform.projectQuad(m_lastPlanarQuad); 160 161 m_accumulatedTransform.makeIdentity(); 162 m_accumulatingTransform = false; 163 } 164 165 FloatPoint HitTestingTransformState::mappedPoint() const 166 { 167 return m_accumulatedTransform.inverse().projectPoint(m_lastPlanarPoint); 168 } 169 170 FloatQuad HitTestingTransformState::mappedQuad() const 171 { 172 return m_accumulatedTransform.inverse().projectQuad(m_lastPlanarQuad); 173 } 174 175 } // namespace WebCore 176