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/*
* Copyright (C) 2005-2016 Apple Inc. All rights reserved.
* 2010 Dirk Schulze <krit@webkit.org>
*
* 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 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 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.
*/
#ifndef AffineTransform_h
#define AffineTransform_h
#include <array>
#include <wtf/FastMalloc.h>
#include <wtf/Forward.h>
#if USE(CG)
typedef struct CGAffineTransform CGAffineTransform;
#endif
#if PLATFORM(WIN)
struct D2D_MATRIX_3X2_F;
typedef D2D_MATRIX_3X2_F D2D1_MATRIX_3X2_F;
#endif
namespace WTF {
class TextStream;
}
namespace WebCore {
class FloatPoint;
class FloatQuad;
class FloatRect;
class FloatSize;
class IntPoint;
class IntSize;
class IntRect;
class Region;
class TransformationMatrix;
class AffineTransform {
WTF_MAKE_FAST_ALLOCATED;
public:
WEBCORE_EXPORT AffineTransform();
WEBCORE_EXPORT AffineTransform(double a, double b, double c, double d, double e, double f);
#if USE(CG)
WEBCORE_EXPORT AffineTransform(const CGAffineTransform&);
#endif
#if PLATFORM(WIN)
AffineTransform(const D2D1_MATRIX_3X2_F&);
#endif
void setMatrix(double a, double b, double c, double d, double e, double f);
void map(double x, double y, double& x2, double& y2) const;
// Rounds the mapped point to the nearest integer value.
WEBCORE_EXPORT IntPoint mapPoint(const IntPoint&) const;
WEBCORE_EXPORT FloatPoint mapPoint(const FloatPoint&) const;
WEBCORE_EXPORT IntSize mapSize(const IntSize&) const;
WEBCORE_EXPORT FloatSize mapSize(const FloatSize&) const;
// Rounds the resulting mapped rectangle out. This is helpful for bounding
// box computations but may not be what is wanted in other contexts.
WEBCORE_EXPORT IntRect mapRect(const IntRect&) const;
WEBCORE_EXPORT FloatRect mapRect(const FloatRect&) const;
WEBCORE_EXPORT FloatQuad mapQuad(const FloatQuad&) const;
WEBCORE_EXPORT Region mapRegion(const Region&) const;
WEBCORE_EXPORT bool isIdentity() const;
double a() const { return m_transform[0]; }
void setA(double a) { m_transform[0] = a; }
double b() const { return m_transform[1]; }
void setB(double b) { m_transform[1] = b; }
double c() const { return m_transform[2]; }
void setC(double c) { m_transform[2] = c; }
double d() const { return m_transform[3]; }
void setD(double d) { m_transform[3] = d; }
double e() const { return m_transform[4]; }
void setE(double e) { m_transform[4] = e; }
double f() const { return m_transform[5]; }
void setF(double f) { m_transform[5] = f; }
WEBCORE_EXPORT void makeIdentity();
WEBCORE_EXPORT AffineTransform& multiply(const AffineTransform& other);
WEBCORE_EXPORT AffineTransform& scale(double);
AffineTransform& scale(double sx, double sy);
WEBCORE_EXPORT AffineTransform& scaleNonUniform(double sx, double sy); // Same as scale(sx, sy).
WEBCORE_EXPORT AffineTransform& scale(const FloatSize&);
WEBCORE_EXPORT AffineTransform& rotate(double);
AffineTransform& rotateFromVector(double x, double y);
WEBCORE_EXPORT AffineTransform& translate(double tx, double ty);
WEBCORE_EXPORT AffineTransform& translate(const FloatPoint&);
WEBCORE_EXPORT AffineTransform& translate(const FloatSize&);
WEBCORE_EXPORT AffineTransform& shear(double sx, double sy);
WEBCORE_EXPORT AffineTransform& flipX();
WEBCORE_EXPORT AffineTransform& flipY();
WEBCORE_EXPORT AffineTransform& skew(double angleX, double angleY);
AffineTransform& skewX(double angle);
AffineTransform& skewY(double angle);
// These functions get the length of an axis-aligned unit vector
// once it has been mapped through the transform
WEBCORE_EXPORT double xScale() const;
WEBCORE_EXPORT double yScale() const;
bool isInvertible() const; // If you call this this, you're probably doing it wrong.
WEBCORE_EXPORT Optional<AffineTransform> inverse() const;
WEBCORE_EXPORT void blend(const AffineTransform& from, double progress);
WEBCORE_EXPORT TransformationMatrix toTransformationMatrix() const;
bool isIdentityOrTranslation() const
{
return m_transform[0] == 1 && m_transform[1] == 0 && m_transform[2] == 0 && m_transform[3] == 1;
}
bool isIdentityOrTranslationOrFlipped() const
{
return m_transform[0] == 1 && m_transform[1] == 0 && m_transform[2] == 0 && (m_transform[3] == 1 || m_transform[3] == -1);
}
bool preservesAxisAlignment() const
{
return (m_transform[1] == 0 && m_transform[2] == 0) || (m_transform[0] == 0 && m_transform[3] == 0);
}
bool operator== (const AffineTransform& m2) const
{
return (m_transform[0] == m2.m_transform[0]
&& m_transform[1] == m2.m_transform[1]
&& m_transform[2] == m2.m_transform[2]
&& m_transform[3] == m2.m_transform[3]
&& m_transform[4] == m2.m_transform[4]
&& m_transform[5] == m2.m_transform[5]);
}
bool operator!=(const AffineTransform& other) const { return !(*this == other); }
// *this = *this * t (i.e., a multRight)
AffineTransform& operator*=(const AffineTransform& t)
{
return multiply(t);
}
// result = *this * t (i.e., a multRight)
AffineTransform operator*(const AffineTransform& t) const
{
AffineTransform result = *this;
result *= t;
return result;
}
#if USE(CG)
WEBCORE_EXPORT operator CGAffineTransform() const;
#endif
#if PLATFORM(WIN)
operator D2D1_MATRIX_3X2_F() const;
#endif
static AffineTransform translation(double x, double y)
{
return AffineTransform(1, 0, 0, 1, x, y);
}
// decompose the matrix into its component parts
typedef struct {
double scaleX, scaleY;
double angle;
double remainderA, remainderB, remainderC, remainderD;
double translateX, translateY;
} DecomposedType;
bool decompose(DecomposedType&) const;
void recompose(const DecomposedType&);
private:
std::array<double, 6> m_transform;
};
WEBCORE_EXPORT AffineTransform makeMapBetweenRects(const FloatRect& source, const FloatRect& dest);
WEBCORE_EXPORT WTF::TextStream& operator<<(WTF::TextStream&, const AffineTransform&);
}
#endif