WebCore/rendering/TransformState.cpp
changeset 0 4f2f89ce4247
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/rendering/TransformState.cpp	Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,175 @@
+/*
+ * 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->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 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.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