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      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