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Bug 591718. Part 1: rename some poorly-named methods, rework global-transform methods to avoid computing bounding-boxes more than once when there are are multiple transformed ancestors, make sure nsIFrame::GetTransformMatrix can stop at any desired ancestor. r=mats
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@ -460,7 +460,7 @@ GetDisplayPortBounds(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem)
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}
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const nsRect* displayport = aBuilder->GetDisplayPort();
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nsRect result = nsLayoutUtils::TransformRectToBoundsInAncestor(
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nsRect result = nsLayoutUtils::TransformAncestorRectToFrame(
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frame,
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nsRect(0, 0, displayport->width, displayport->height),
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aBuilder->ReferenceFrame());
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@ -975,7 +975,7 @@ nsLayoutUtils::GetEventCoordinatesRelativeTo(const nsEvent* aEvent, nsIFrame* aF
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* out how to convert back to aFrame's coordinates and must use the CTM.
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*/
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if (transformFound)
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return InvertTransformsToRoot(aFrame, widgetToView);
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return TransformRootPointToFrame(aFrame, widgetToView);
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/* Otherwise, all coordinate systems are translations of one another,
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* so we can just subtract out the different.
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@ -1117,68 +1117,62 @@ nsLayoutUtils::MatrixTransformPoint(const nsPoint &aPoint,
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NSFloatPixelsToAppUnits(float(image.y), aFactor));
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}
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static gfxPoint
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InvertTransformsToAncestor(nsIFrame *aFrame,
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const gfxPoint &aPoint,
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nsIFrame *aStopAtAncestor = nsnull)
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static gfx3DMatrix
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GetTransformToAncestor(nsIFrame *aFrame, nsIFrame *aAncestor)
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{
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NS_PRECONDITION(aFrame, "Why are you inverting transforms when there is no frame?");
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/* To invert everything to the root, we'll get the CTM, invert it, and use it to transform
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* the point.
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*/
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nsIFrame *parent = nsnull;
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gfx3DMatrix ctm = aFrame->GetTransformMatrix(&parent);
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gfxPoint result = aPoint;
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if (parent && parent != aStopAtAncestor) {
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result = InvertTransformsToAncestor(parent, aPoint, aStopAtAncestor);
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nsIFrame* parent;
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gfx3DMatrix ctm = aFrame->GetTransformMatrix(aAncestor, &parent);
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while (parent && parent != aAncestor) {
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ctm = ctm * parent->GetTransformMatrix(aAncestor, &parent);
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}
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return ctm;
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}
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result = ctm.Inverse().ProjectPoint(result);
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return result;
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static gfxPoint
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TransformGfxPointFromAncestor(nsIFrame *aFrame,
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const gfxPoint &aPoint,
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nsIFrame *aAncestor)
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{
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gfx3DMatrix ctm = GetTransformToAncestor(aFrame, aAncestor);
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return ctm.Inverse().ProjectPoint(aPoint);
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}
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static gfxRect
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InvertGfxRectToAncestor(nsIFrame *aFrame,
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const gfxRect &aRect,
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nsIFrame *aStopAtAncestor = nsnull)
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TransformGfxRectFromAncestor(nsIFrame *aFrame,
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const gfxRect &aRect,
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nsIFrame *aAncestor)
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{
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NS_PRECONDITION(aFrame, "Why are you inverting transforms when there is no frame?");
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gfx3DMatrix ctm = GetTransformToAncestor(aFrame, aAncestor);
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return ctm.Inverse().ProjectRectBounds(aRect);
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}
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/* To invert everything to the root, we'll get the CTM, invert it, and use it to transform
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* the point.
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*/
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nsIFrame *parent = nsnull;
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gfx3DMatrix ctm = aFrame->GetTransformMatrix(&parent);
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gfxRect result = aRect;
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if (parent && parent != aStopAtAncestor) {
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result = InvertGfxRectToAncestor(parent, aRect, aStopAtAncestor);
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}
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result = ctm.Inverse().ProjectRectBounds(result);
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return result;
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static gfxRect
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TransformGfxRectToAncestor(nsIFrame *aFrame,
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const gfxRect &aRect,
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nsIFrame *aAncestor)
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{
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gfx3DMatrix ctm = GetTransformToAncestor(aFrame, aAncestor);
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return ctm.ProjectRectBounds(aRect);
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}
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nsPoint
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nsLayoutUtils::InvertTransformsToRoot(nsIFrame *aFrame,
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const nsPoint &aPoint)
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nsLayoutUtils::TransformRootPointToFrame(nsIFrame *aFrame,
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const nsPoint &aPoint)
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{
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float factor = aFrame->PresContext()->AppUnitsPerDevPixel();
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gfxPoint result(NSAppUnitsToFloatPixels(aPoint.x, factor),
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NSAppUnitsToFloatPixels(aPoint.y, factor));
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result = InvertTransformsToAncestor(aFrame, result);
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result = TransformGfxPointFromAncestor(aFrame, result, nsnull);
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return nsPoint(NSFloatPixelsToAppUnits(float(result.x), factor),
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NSFloatPixelsToAppUnits(float(result.y), factor));
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}
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nsRect
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nsLayoutUtils::TransformRectToBoundsInAncestor(nsIFrame* aFrame,
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const nsRect &aRect,
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nsIFrame* aStopAtAncestor)
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nsLayoutUtils::TransformAncestorRectToFrame(nsIFrame* aFrame,
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const nsRect &aRect,
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nsIFrame* aAncestor)
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{
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float factor = aFrame->PresContext()->AppUnitsPerDevPixel();
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gfxRect result(NSAppUnitsToFloatPixels(aRect.x, factor),
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@ -1186,7 +1180,7 @@ nsLayoutUtils::TransformRectToBoundsInAncestor(nsIFrame* aFrame,
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NSAppUnitsToFloatPixels(aRect.width, factor),
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NSAppUnitsToFloatPixels(aRect.height, factor));
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result = InvertGfxRectToAncestor(aFrame, result, aStopAtAncestor);
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result = TransformGfxRectFromAncestor(aFrame, result, aAncestor);
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return nsRect(NSFloatPixelsToAppUnits(float(result.x), factor),
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NSFloatPixelsToAppUnits(float(result.y), factor),
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@ -1194,6 +1188,25 @@ nsLayoutUtils::TransformRectToBoundsInAncestor(nsIFrame* aFrame,
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NSFloatPixelsToAppUnits(float(result.height), factor));
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}
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nsRect
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nsLayoutUtils::TransformFrameRectToAncestor(nsIFrame* aFrame,
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const nsRect& aRect,
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nsIFrame* aAncestor)
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{
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float factor = aFrame->PresContext()->AppUnitsPerDevPixel();
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gfxRect result(NSAppUnitsToFloatPixels(aRect.x, factor),
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NSAppUnitsToFloatPixels(aRect.y, factor),
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NSAppUnitsToFloatPixels(aRect.width, factor),
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NSAppUnitsToFloatPixels(aRect.height, factor));
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result = TransformGfxRectToAncestor(aFrame, result, aAncestor);
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return nsRect(NSFloatPixelsToAppUnits(float(result.x), factor),
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NSFloatPixelsToAppUnits(float(result.y), factor),
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NSFloatPixelsToAppUnits(float(result.width), factor),
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NSFloatPixelsToAppUnits(float(result.height), factor));
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}
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static nsIntPoint GetWidgetOffset(nsIWidget* aWidget, nsIWidget*& aRootWidget) {
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nsIntPoint offset(0, 0);
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nsIWidget* parent = aWidget->GetParent();
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@ -515,11 +515,21 @@ public:
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bool aShouldIgnoreSuppression = false,
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bool aIgnoreRootScrollFrame = false);
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/**
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* Transform aRect relative to aAncestor down to the coordinate system of
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* aFrame. Computes the bounding-box of the true quadrilateral.
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*/
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static nsRect TransformAncestorRectToFrame(nsIFrame* aFrame,
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const nsRect& aRect,
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nsIFrame* aAncestor);
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static nsRect TransformRectToBoundsInAncestor(nsIFrame* aFrame,
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const nsRect& aRect,
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nsIFrame* aStopAtAncestor);
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/**
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* Transform aRect relative to aFrame up to the coordinate system of
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* aAncestor. Computes the bounding-box of the true quadrilateral.
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*/
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static nsRect TransformFrameRectToAncestor(nsIFrame* aFrame,
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const nsRect& aRect,
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nsIFrame* aAncestor);
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/**
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* Given a point in the global coordinate space, returns that point expressed
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@ -530,8 +540,8 @@ public:
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* @param aPoint The point, in the global space, to get in the frame-local space.
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* @return aPoint, expressed in aFrame's canonical coordinate space.
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*/
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static nsPoint InvertTransformsToRoot(nsIFrame* aFrame,
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const nsPoint &aPt);
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static nsPoint TransformRootPointToFrame(nsIFrame* aFrame,
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const nsPoint &aPt);
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/**
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* Helper function that, given a rectangle and a matrix, returns the smallest
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@ -550,8 +550,8 @@ nsComboboxControlFrame::GetCSSTransformTranslation()
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bool is3DTransform = false;
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gfxMatrix transform;
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while (frame) {
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nsIFrame* parent = nsnull;
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gfx3DMatrix ctm = frame->GetTransformMatrix(&parent);
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nsIFrame* parent;
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gfx3DMatrix ctm = frame->GetTransformMatrix(nsnull, &parent);
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gfxMatrix matrix;
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if (ctm.Is2D(&matrix)) {
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transform = transform * matrix;
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@ -4541,7 +4541,8 @@ nsIFrame::InvalidateInternal(const nsRect& aDamageRect, nscoord aX, nscoord aY,
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}
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gfx3DMatrix
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nsIFrame::GetTransformMatrix(nsIFrame **aOutAncestor)
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nsIFrame::GetTransformMatrix(nsIFrame* aStopAtAncestor,
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nsIFrame** aOutAncestor)
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{
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NS_PRECONDITION(aOutAncestor, "Need a place to put the ancestor!");
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@ -4553,7 +4554,8 @@ nsIFrame::GetTransformMatrix(nsIFrame **aOutAncestor)
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/* Compute the delta to the parent, which we need because we are converting
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* coordinates to our parent.
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*/
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NS_ASSERTION(nsLayoutUtils::GetCrossDocParentFrame(this), "Cannot transform the viewport frame!");
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NS_ASSERTION(nsLayoutUtils::GetCrossDocParentFrame(this),
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"Cannot transform the viewport frame!");
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PRInt32 scaleFactor = PresContext()->AppUnitsPerDevPixel();
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gfx3DMatrix result =
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@ -4582,7 +4584,7 @@ nsIFrame::GetTransformMatrix(nsIFrame **aOutAncestor)
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return gfx3DMatrix();
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/* Keep iterating while the frame can't possibly be transformed. */
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while (!(*aOutAncestor)->IsTransformed()) {
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while (!(*aOutAncestor)->IsTransformed() && *aOutAncestor != aStopAtAncestor) {
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/* If no parent, stop iterating. Otherwise, update the ancestor. */
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nsIFrame* parent = nsLayoutUtils::GetCrossDocParentFrame(*aOutAncestor);
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if (!parent)
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@ -1932,17 +1932,20 @@ public:
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virtual nsIAtom* GetType() const = 0;
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/**
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* Returns a transformation matrix that converts points in this frame's coordinate space
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* to points in some ancestor frame's coordinate space. The frame decides which ancestor
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* it will use as a reference point. If this frame has no ancestor, aOutAncestor will be
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* set to null.
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* Returns a transformation matrix that converts points in this frame's
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* coordinate space to points in some ancestor frame's coordinate space.
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* The frame decides which ancestor it will use as a reference point.
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* If this frame has no ancestor, aOutAncestor will be set to null.
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*
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* @param aOutAncestor [out] The ancestor frame the frame has chosen. If this frame has no
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* ancestor, aOutAncestor will be nsnull.
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* @return A gfxMatrix that converts points in this frame's coordinate space into
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* points in aOutAncestor's coordinate space.
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* @param aStopAtAncestor don't look further than aStopAtAncestor. If null,
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* all ancestors (including across documents) will be traversed.
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* @param aOutAncestor [out] The ancestor frame the frame has chosen. If
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* this frame has no ancestor, *aOutAncestor will be set to null.
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* @return A gfxMatrix that converts points in this frame's coordinate space
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* into points in aOutAncestor's coordinate space.
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*/
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virtual gfx3DMatrix GetTransformMatrix(nsIFrame **aOutAncestor);
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virtual gfx3DMatrix GetTransformMatrix(nsIFrame* aStopAtAncestor,
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nsIFrame **aOutAncestor);
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/**
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* Bit-flags to pass to IsFrameOfType()
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@ -283,7 +283,8 @@ nsSVGForeignObjectFrame::PaintSVG(nsSVGRenderState *aContext,
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}
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gfx3DMatrix
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nsSVGForeignObjectFrame::GetTransformMatrix(nsIFrame **aOutAncestor)
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nsSVGForeignObjectFrame::GetTransformMatrix(nsIFrame* aAncestor,
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nsIFrame **aOutAncestor)
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{
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NS_PRECONDITION(aOutAncestor, "We need an ancestor to write to!");
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@ -93,7 +93,8 @@ public:
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/**
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* Foreign objects can return a transform matrix.
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*/
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virtual gfx3DMatrix GetTransformMatrix(nsIFrame **aOutAncestor);
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virtual gfx3DMatrix GetTransformMatrix(nsIFrame* aAncestor,
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nsIFrame **aOutAncestor);
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/**
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* Get the "type" of the frame
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