Bug 505115 - Part 11b - Layout changes to use a z component for -moz-transform-origin. r=roc

This commit is contained in:
Matt Woodrow 2011-08-03 15:04:23 +12:00
Родитель 56aa33be88
Коммит 0c80aaf5d0
5 изменённых файлов: 28 добавлений и 15 удалений

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@ -147,6 +147,17 @@ gfx3DMatrix::Translation(float aX, float aY, float aZ)
return matrix;
}
gfx3DMatrix
gfx3DMatrix::Translation(const gfxPoint3D& aPoint)
{
gfx3DMatrix matrix;
matrix._41 = aPoint.x;
matrix._42 = aPoint.y;
matrix._43 = aPoint.z;
return matrix;
}
gfx3DMatrix
gfx3DMatrix::Scale(float aFactor)
{

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@ -153,6 +153,7 @@ public:
* \param aZ Translation on Z-axis.
*/
static gfx3DMatrix Translation(float aX, float aY, float aZ);
static gfx3DMatrix Translation(const gfxPoint3D& aPoint);
/**
* Create a scale matrix. Scales uniformly along all axes.

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@ -2298,9 +2298,9 @@ nsDisplayTransform::GetFrameBoundsForTransform(const nsIFrame* aFrame)
* to get from (0, 0) of the frame to the transform origin.
*/
static
gfxPoint GetDeltaToMozTransformOrigin(const nsIFrame* aFrame,
float aFactor,
const nsRect* aBoundsOverride)
gfxPoint3D GetDeltaToMozTransformOrigin(const nsIFrame* aFrame,
float aFactor,
const nsRect* aBoundsOverride)
{
NS_PRECONDITION(aFrame, "Can't get delta for a null frame!");
NS_PRECONDITION(aFrame->GetStyleDisplay()->HasTransform(),
@ -2315,8 +2315,8 @@ gfxPoint GetDeltaToMozTransformOrigin(const nsIFrame* aFrame,
nsDisplayTransform::GetFrameBoundsForTransform(aFrame));
/* Allows us to access named variables by index. */
gfxPoint result;
gfxFloat* coords[2] = {&result.x, &result.y};
gfxPoint3D result;
gfxFloat* coords[3] = {&result.x, &result.y, &result.z};
const nscoord* dimensions[2] =
{&boundingRect.width, &boundingRect.height};
@ -2338,6 +2338,8 @@ gfxPoint GetDeltaToMozTransformOrigin(const nsIFrame* aFrame,
*coords[index] = NSAppUnitsToFloatPixels(coord.GetCoordValue(), aFactor);
}
}
*coords[2] = NSAppUnitsToFloatPixels(display->mTransformOrigin[2].GetCoordValue(), aFactor);
/* Adjust based on the origin of the rectangle. */
result.x += NSAppUnitsToFloatPixels(boundingRect.x, aFactor);
@ -2363,9 +2365,10 @@ nsDisplayTransform::GetResultingTransformMatrix(const nsIFrame* aFrame,
/* Account for the -moz-transform-origin property by translating the
* coordinate space to the new origin.
*/
gfxPoint toMozOrigin = GetDeltaToMozTransformOrigin(aFrame, aFactor, aBoundsOverride);
gfxPoint newOrigin = gfxPoint(NSAppUnitsToFloatPixels(aOrigin.x, aFactor),
NSAppUnitsToFloatPixels(aOrigin.y, aFactor));
gfxPoint3D toMozOrigin = GetDeltaToMozTransformOrigin(aFrame, aFactor, aBoundsOverride);
gfxPoint3D newOrigin = gfxPoint3D(NSAppUnitsToFloatPixels(aOrigin.x, aFactor),
NSAppUnitsToFloatPixels(aOrigin.y, aFactor),
0.0f);
/* Get the underlying transform matrix. This requires us to get the
* bounds of the frame.

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@ -1002,16 +1002,14 @@ nsLayoutUtils::GetPopupFrameForEventCoordinates(nsPresContext* aPresContext,
}
gfx3DMatrix
nsLayoutUtils::ChangeMatrixBasis(const gfxPoint &aOrigin,
nsLayoutUtils::ChangeMatrixBasis(const gfxPoint3D &aOrigin,
const gfx3DMatrix &aMatrix)
{
/* These are translation matrices from world-to-origin of relative frame and
* vice-versa. Although I could use the gfxMatrix::Translate function to
* accomplish this, I'm hoping to reduce the overall number of matrix
* operations by hardcoding as many of the matrices as possible.
* vice-versa.
*/
gfx3DMatrix worldToOrigin = gfx3DMatrix::From2D(gfxMatrix(1.0, 0.0, 0.0, 1.0, -aOrigin.x, -aOrigin.y));
gfx3DMatrix originToWorld = gfx3DMatrix::From2D(gfxMatrix(1.0, 0.0, 0.0, 1.0, aOrigin.x, aOrigin.y));
gfx3DMatrix worldToOrigin = gfx3DMatrix::Translation(-aOrigin);
gfx3DMatrix originToWorld = gfx3DMatrix::Translation(aOrigin);
/* Multiply all three to get the transform! */
return worldToOrigin * aMatrix * originToWorld;

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@ -461,7 +461,7 @@ public:
* @return A matrix equivalent to aMatrix, but operating in the coordinate system with
* origin aOrigin.
*/
static gfx3DMatrix ChangeMatrixBasis(const gfxPoint &aOrigin, const gfx3DMatrix &aMatrix);
static gfx3DMatrix ChangeMatrixBasis(const gfxPoint3D &aOrigin, const gfx3DMatrix &aMatrix);
/**
* Find IDs corresponding to a scrollable content element in the child process.