зеркало из https://github.com/mozilla/pjs.git
187 строки
6.6 KiB
C++
187 строки
6.6 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is mozilla.org code.
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*
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* The Initial Developer of the Original Code is
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* Mozilla Corporation
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*
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* Contributor(s):
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* Keith Schwarz <kschwarz@mozilla.com> (original author)
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either of the GNU General Public License Version 2 or later (the "GPL"),
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* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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/*
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* A class representing three matrices that can be used for style transforms.
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*/
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#ifndef nsStyleTransformMatrix_h_
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#define nsStyleTransformMatrix_h_
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#include "nsCSSValue.h"
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#include "gfxMatrix.h"
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#include "nsRect.h"
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/**
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* A class representing a style transformation matrix. The class actually
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* wraps three different matrices, a constant matrix and two matrices
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* whose values are scaled by the width and the height of the bounding
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* rectangle for the object to transform. Thus, given a frame rectangle
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* of dimensions (width, height) and a point (x, y) to transform, the matrix
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* corresponds to the transform operation
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*
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* | a c e | |0 0 dX1| |0 0 dY1| | x |
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*(| b d f | + |0 0 dX2| (width) + |0 0 dY2| (height)) | y |
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* | 0 0 1 | |0 0 0| |0 0 0| | 1 |
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*
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* Note that unlike the Thebes gfxMatrix, vectors are column vectors and
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* consequently the multiplication of a matrix A and a vector x is Ax, not xA.
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*/
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class nsStyleContext;
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class nsPresContext;
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class nsStyleTransformMatrix
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{
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public:
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/**
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* Constructor sets the matrix to the identity.
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*/
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nsStyleTransformMatrix();
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/**
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* Given a frame's bounding rectangle, returns a gfxMatrix
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* corresponding to the transformation represented by this
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* matrix. The transformation takes points in the frame's
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* local space and converts them to points in the frame's
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* transformed space.
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*
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* @param aBounds The frame's bounding rectangle.
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* @param aFactor The number of app units per device pixel.
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* @return A Thebes matrix corresponding to the transform.
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*/
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gfxMatrix GetThebesMatrix(const nsRect& aBounds, float aFactor) const;
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/**
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* Multiplies this matrix by another matrix, in that order. If A'
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* is the value of A after A *= B, then for any vector x, the
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* equivalence A'(x) == A(B(x)) holds.
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*
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* @param aOther The matrix to multiply this matrix by.
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* @return A reference to this matrix.
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*/
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nsStyleTransformMatrix& operator *= (const nsStyleTransformMatrix &aOther);
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/**
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* Returns a new nsStyleTransformMatrix that is equal to one matrix
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* multiplied by another matrix, in that order. If C is the result of
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* A * B, then for any vector x, the equivalence C(x) = A(B(x)).
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*
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* @param aOther The matrix to multiply this matrix by.
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* @return A new nsStyleTransformMatrix equal to this matrix multiplied
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* by the other matrix.
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*/
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const nsStyleTransformMatrix
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operator * (const nsStyleTransformMatrix &aOther) const;
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/**
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* Given an nsCSSValue::Array* containing a -moz-transform function,
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* updates this matrix to hold the value of that function.
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*
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* @param aData The nsCSSValue::Array* containing the transform function.
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* @param aContext The style context, used for unit conversion.
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* @param aPresContext The presentation context, used for unit conversion.
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* @param aCanStoreInRuleTree Set to false if the result cannot be cached
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* in the rule tree, otherwise untouched.
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*/
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void SetToTransformFunction(const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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PRBool& aCanStoreInRuleTree);
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/**
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* Sets this matrix to be the identity matrix.
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*/
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void SetToIdentity();
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/**
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* Returns the value of the entry at the 2x2 submatrix of the
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* transform matrix that defines the non-affine linear transform.
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* The order is given as
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* |elem[0] elem[2]|
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* |elem[1] elem[3]|
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*
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* @param aIndex The element index.
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* @return The value of the element at that index.
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*/
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float GetMainMatrixEntry(PRInt32 aIndex) const
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{
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NS_PRECONDITION(aIndex >= 0 && aIndex < 4, "Index out of bounds!");
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return mMain[aIndex];
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}
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/**
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* Returns the value of the X or Y translation component of the matrix,
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* given the specified bounds.
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*
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* @param aBounds The bounds of the element.
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* @return The value of the X or Ytranslation component.
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*/
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nscoord GetXTranslation(const nsRect& aBounds) const;
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nscoord GetYTranslation(const nsRect& aBounds) const;
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/**
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* Returns whether the two matrices are equal or not.
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*
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* @param aOther The matrix to compare to.
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* @return Whether the two matrices are equal.
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*/
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PRBool operator== (const nsStyleTransformMatrix& aOther) const;
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PRBool operator!= (const nsStyleTransformMatrix& aOther) const
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{
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return !(*this == aOther);
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}
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private:
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/* The three matrices look like this:
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* |mMain[0] mMain[2] mDelta[0]|
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* |mMain[1] mMain[3] mDelta[1]| <-- Constant matrix
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* | 0 0 1|
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*
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* | 0 0 mX[0]|
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* | 0 0 mX[1]| <-- Scaled by width of element
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* | 0 0 1|
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*
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* | 0 0 mY[0]|
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* | 0 0 mY[1]| <-- Scaled by height of element
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* | 0 0 1|
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*/
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float mMain[4];
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nscoord mDelta[2];
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float mX[2];
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float mY[2];
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};
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#endif
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