gecko-dev/layout/style/nsStyleTransformMatrix.cpp

753 lines
27 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation
*
* Contributor(s):
* Keith Schwarz <kschwarz@mozilla.com> (original author)
* Matt Woodrow <mwoodrow@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
/*
* A class used for intermediate representations of the -moz-transform property.
*/
#include "nsStyleTransformMatrix.h"
#include "nsAutoPtr.h"
#include "nsCSSValue.h"
#include "nsStyleContext.h"
#include "nsPresContext.h"
#include "nsRuleNode.h"
#include "nsCSSKeywords.h"
#include "nsMathUtils.h"
#include "CSSCalc.h"
#include "nsStyleAnimation.h"
namespace css = mozilla::css;
/* Note on floating point precision: The transform matrix is an array
* of single precision 'float's, and so are most of the input values
* we get from the style system, but intermediate calculations
* involving angles need to be done in 'double'.
*/
/* Force small values to zero. We do this to avoid having sin(360deg)
* evaluate to a tiny but nonzero value.
*/
static double FlushToZero(double aVal)
{
if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON)
return 0.0f;
else
return aVal;
}
/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is
* undefined or very large, SafeTangent returns a manageably large value
* of the correct sign.
*/
static double SafeTangent(double aTheta)
{
const double kEpsilon = 0.0001;
/* tan(theta) = sin(theta)/cos(theta); problems arise when
* cos(theta) is too close to zero. Limit cos(theta) to the
* range [-1, -epsilon] U [epsilon, 1].
*/
double sinTheta = sin(aTheta);
double cosTheta = cos(aTheta);
if (cosTheta >= 0 && cosTheta < kEpsilon)
cosTheta = kEpsilon;
else if (cosTheta < 0 && cosTheta >= -kEpsilon)
cosTheta = -kEpsilon;
return FlushToZero(sinTheta / cosTheta);
}
/* Helper function to fill in an nscoord with the specified nsCSSValue. */
static nscoord CalcLength(const nsCSSValue &aValue,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool &aCanStoreInRuleTree)
{
if (aValue.GetUnit() == eCSSUnit_Pixel) {
// Handle this here (even though nsRuleNode::CalcLength handles it
// fine) so that callers are allowed to pass a null style context
// and pres context to SetToTransformFunction if they know (as
// nsStyleAnimation does) that all lengths within the transform
// function have already been computed to pixels and percents.
return nsPresContext::CSSPixelsToAppUnits(aValue.GetFloatValue());
}
return nsRuleNode::CalcLength(aValue, aContext, aPresContext,
aCanStoreInRuleTree);
}
static void
ProcessTranslatePart(float& aResult,
const nsCSSValue& aValue,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nscoord aSize, float aAppUnitsPerMatrixUnit)
{
nscoord offset = 0;
float percent = 0.0f;
if (aValue.GetUnit() == eCSSUnit_Percent) {
percent = aValue.GetPercentValue();
} else if (aValue.IsCalcUnit()) {
nsRuleNode::ComputedCalc result =
nsRuleNode::SpecifiedCalcToComputedCalc(aValue, aContext, aPresContext,
aCanStoreInRuleTree);
percent = result.mPercent;
offset = result.mLength;
} else {
offset = CalcLength(aValue, aContext, aPresContext,
aCanStoreInRuleTree);
}
aResult = (percent * NSAppUnitsToFloatPixels(aSize, aAppUnitsPerMatrixUnit)) +
NSAppUnitsToFloatPixels(offset, aAppUnitsPerMatrixUnit);
}
/* Helper function to process a matrix entry. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessMatrix(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit,
PRBool *aPercentX, PRBool *aPercentY)
{
NS_PRECONDITION(aData->Count() == 7, "Invalid array!");
gfx3DMatrix result;
/* Take the first four elements out of the array as floats and store
* them.
*/
result._11 = aData->Item(1).GetFloatValue();
result._12 = aData->Item(2).GetFloatValue();
result._21 = aData->Item(3).GetFloatValue();
result._22 = aData->Item(4).GetFloatValue();
/* The last two elements have their length parts stored in aDelta
* and their percent parts stored in aX[0] and aY[1].
*/
ProcessTranslatePart(result._41, aData->Item(5),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(result._42, aData->Item(6),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
return result;
}
/*static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessMatrix3D(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 17, "Invalid array!");
gfx3DMatrix temp;
temp._11 = aData->Item(1).GetFloatValue();
temp._12 = aData->Item(2).GetFloatValue();
temp._13 = aData->Item(3).GetFloatValue();
temp._14 = aData->Item(4).GetFloatValue();
temp._21 = aData->Item(5).GetFloatValue();
temp._22 = aData->Item(6).GetFloatValue();
temp._23 = aData->Item(7).GetFloatValue();
temp._24 = aData->Item(8).GetFloatValue();
temp._31 = aData->Item(9).GetFloatValue();
temp._32 = aData->Item(10).GetFloatValue();
temp._33 = aData->Item(11).GetFloatValue();
temp._34 = aData->Item(12).GetFloatValue();
temp._41 = aData->Item(13).GetFloatValue();
temp._42 = aData->Item(14).GetFloatValue();
temp._43 = aData->Item(15).GetFloatValue();
temp._44 = aData->Item(16).GetFloatValue();
return temp;
}
/* Helper function to process two matrices that we need to interpolate between */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessInterpolateMatrix(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 5, "Invalid array!");
double coeff1 = aData->Item(1).GetPercentValue();
gfx3DMatrix matrix1 = ReadTransforms(aData->Item(2).GetListValue(),
aContext, aPresContext,
aCanStoreInRuleTree,
aBounds, aAppUnitsPerMatrixUnit);
double coeff2 = aData->Item(3).GetPercentValue();
gfx3DMatrix matrix2 = ReadTransforms(aData->Item(4).GetListValue(),
aContext, aPresContext,
aCanStoreInRuleTree,
aBounds, aAppUnitsPerMatrixUnit);
gfxMatrix matrix2d1, matrix2d2;
#ifdef DEBUG
PRBool is2d =
#endif
matrix1.Is2D(&matrix2d1);
NS_ABORT_IF_FALSE(is2d, "Can't do animations with 3d transforms!");
#ifdef DEBUG
is2d =
#endif
matrix2.Is2D(&matrix2d2);
NS_ABORT_IF_FALSE(is2d, "Can't do animations with 3d transforms!");
return gfx3DMatrix::From2D(
nsStyleAnimation::InterpolateTransformMatrix(matrix2d1, coeff1,
matrix2d2, coeff2));
}
/* Helper function to process a translatex function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslateX(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
gfx3DMatrix temp;
/* There are two cases. If we have a number, we want our matrix to look
* like this:
*
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 0 |
* | dx 0 0 1 |
* So E = value
*
* Otherwise, we might have a percentage, so we want to set the dX component
* to the percent.
*/
ProcessTranslatePart(temp._41, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
return temp;
}
/* Helper function to process a translatey function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslateY(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
gfx3DMatrix temp;
/* There are two cases. If we have a number, we want our matrix to look
* like this:
*
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 0 |
* | 0 dy 0 1 |
* So E = value
*
* Otherwise, we might have a percentage, so we want to set the dY component
* to the percent.
*/
ProcessTranslatePart(temp._42, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
return temp;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslateZ(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
gfx3DMatrix temp;
ProcessTranslatePart(temp._43, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
return temp;
}
/* Helper function to process a translate function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslate(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Invalid array!");
gfx3DMatrix temp;
ProcessTranslatePart(temp._41, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
/* If we read in a Y component, set it appropriately */
if (aData->Count() == 3) {
ProcessTranslatePart(temp._42, aData->Item(2),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
}
return temp;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslate3D(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
gfx3DMatrix temp;
ProcessTranslatePart(temp._41, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(temp._42, aData->Item(2),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(temp._43, aData->Item(3),
aContext, aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
return temp;
}
/* Helper function to set up a scale matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleHelper(float aXScale, float aYScale, float aZScale)
{
/* We want our matrix to look like this:
* | dx 0 0 0 |
* | 0 dy 0 0 |
* | 0 0 dz 0 |
* | 0 0 0 1 |
* So A = value
*/
gfx3DMatrix temp;
temp._11 = aXScale;
temp._22 = aYScale;
temp._33 = aZScale;
return temp;
}
/* Process a scalex function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleX(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Bad array!");
return ProcessScaleHelper(aData->Item(1).GetFloatValue(), 1.0f, 1.0f);
}
/* Process a scaley function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleY(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Bad array!");
return ProcessScaleHelper(1.0f, aData->Item(1).GetFloatValue(), 1.0f);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleZ(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Bad array!");
return ProcessScaleHelper(1.0f, 1.0f, aData->Item(1).GetFloatValue());
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScale3D(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 4, "Bad array!");
return ProcessScaleHelper(aData->Item(1).GetFloatValue(),
aData->Item(2).GetFloatValue(),
aData->Item(3).GetFloatValue());
}
/* Process a scale function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScale(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Bad array!");
/* We either have one element or two. If we have one, it's for both X and Y.
* Otherwise it's one for each.
*/
const nsCSSValue& scaleX = aData->Item(1);
const nsCSSValue& scaleY = (aData->Count() == 2 ? scaleX :
aData->Item(2));
return ProcessScaleHelper(scaleX.GetFloatValue(),
scaleY.GetFloatValue(),
1.0f);
}
/* Helper function that, given a set of angles, constructs the appropriate
* skew matrix.
*/
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkewHelper(double aXAngle, double aYAngle)
{
/* We want our matrix to look like this:
* | 1 tan(ThetaY) 0 0 |
* | tan(ThetaX) 1 0 0 |
* | 0 0 1 0 |
* | 0 0 0 1 |
* However, to avoid infinite values, we'll use the SafeTangent function
* instead of the C standard tan function.
*/
gfx3DMatrix temp;
temp._12 = SafeTangent(aYAngle);
temp._21 = SafeTangent(aXAngle);
return temp;
}
/* Function that converts a skewx transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkewX(const nsCSSValue::Array* aData)
{
NS_ASSERTION(aData->Count() == 2, "Bad array!");
return ProcessSkewHelper(aData->Item(1).GetAngleValueInRadians(), 0.0);
}
/* Function that converts a skewy transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkewY(const nsCSSValue::Array* aData)
{
NS_ASSERTION(aData->Count() == 2, "Bad array!");
return ProcessSkewHelper(0.0, aData->Item(1).GetAngleValueInRadians());
}
/* Function that converts a skew transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkew(const nsCSSValue::Array* aData)
{
NS_ASSERTION(aData->Count() == 2 || aData->Count() == 3, "Bad array!");
double xSkew = aData->Item(1).GetAngleValueInRadians();
double ySkew = (aData->Count() == 2
? 0.0 : aData->Item(2).GetAngleValueInRadians());
return ProcessSkewHelper(xSkew, ySkew);
}
/* Function that converts a rotate transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotateZ(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | cos(theta) sin(theta) 0 0 |
* | -sin(theta) cos(theta) 0 0 |
* | 0 0 1 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/SVG/coords.html#RotationDefined)
*/
double theta = aData->Item(1).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
gfx3DMatrix temp;
temp._11 = cosTheta;
temp._12 = sinTheta;
temp._21 = -sinTheta;
temp._22 = cosTheta;
return temp;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotateX(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | 1 0 0 0 |
* | 0 cos(theta) sin(theta) 0 |
* | 0 -sin(theta) cos(theta) 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/SVG/coords.html#RotationDefined)
*/
double theta = aData->Item(1).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
gfx3DMatrix temp;
temp._22 = cosTheta;
temp._23 = sinTheta;
temp._32 = -sinTheta;
temp._33 = cosTheta;
return temp;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotateY(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | cos(theta) 0 -sin(theta) 0 |
* | 0 1 0 0 |
* | sin(theta) 0 cos(theta) 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/SVG/coords.html#RotationDefined)
*/
double theta = aData->Item(1).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
gfx3DMatrix temp;
temp._11 = cosTheta;
temp._13 = -sinTheta;
temp._31 = sinTheta;
temp._33 = cosTheta;
return temp;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotate3D(const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 5, "Invalid array!");
/* We want our matrix to look like this:
* | 1 + (1-cos(angle))*(x*x-1) -z*sin(angle)+(1-cos(angle))*x*y y*sin(angle)+(1-cos(angle))*x*z 0 |
* | z*sin(angle)+(1-cos(angle))*x*y 1 + (1-cos(angle))*(y*y-1) -x*sin(angle)+(1-cos(angle))*y*z 0 |
* | -y*sin(angle)+(1-cos(angle))*x*z x*sin(angle)+(1-cos(angle))*y*z 1 + (1-cos(angle))*(z*z-1) 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/css3-3d-transforms/#transform-functions)
*/
double theta = aData->Item(4).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
float x = aData->Item(1).GetFloatValue();
float y = aData->Item(2).GetFloatValue();
float z = aData->Item(3).GetFloatValue();
/* Normalize [x,y,z] */
float length = sqrt(x*x + y*y + z*z);
if (length == 0.0) {
return gfx3DMatrix();
}
x /= length;
y /= length;
z /= length;
gfx3DMatrix temp;
/* Create our matrix */
temp._11 = 1 + (1 - cosTheta) * (x * x - 1);
temp._12 = -z * sinTheta + (1 - cosTheta) * x * y;
temp._13 = y * sinTheta + (1 - cosTheta) * x * z;
temp._14 = 0.0f;
temp._21 = z * sinTheta + (1 - cosTheta) * x * y;
temp._22 = 1 + (1 - cosTheta) * (y * y - 1);
temp._23 = -x * sinTheta + (1 - cosTheta) * y * z;
temp._24 = 0.0f;
temp._31 = -y * sinTheta + (1 - cosTheta) * x * z;
temp._32 = x * sinTheta + (1 - cosTheta) * y * z;
temp._33 = 1 + (1 - cosTheta) * (z * z - 1);
temp._34 = 0.0f;
temp._41 = 0.0f;
temp._42 = 0.0f;
temp._43 = 0.0f;
temp._44 = 1.0f;
return temp;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessPerspective(const nsCSSValue::Array* aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 -1/depth |
* | 0 0 0 1 |
*/
gfx3DMatrix temp;
float depth;
ProcessTranslatePart(depth, aData->Item(1), aContext,
aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
NS_ASSERTION(depth > 0.0, "Perspective must be positive!");
temp._34 = -1.0/depth;
return temp;
}
/**
* Return the transform function, as an nsCSSKeyword, for the given
* nsCSSValue::Array from a transform list.
*/
/* static */ nsCSSKeyword
nsStyleTransformMatrix::TransformFunctionOf(const nsCSSValue::Array* aData)
{
nsAutoString keyword;
aData->Item(0).GetStringValue(keyword);
return nsCSSKeywords::LookupKeyword(keyword);
}
/**
* SetToTransformFunction is essentially a giant switch statement that fans
* out to many smaller helper functions.
*/
gfx3DMatrix
nsStyleTransformMatrix::MatrixForTransformFunction(const nsCSSValue::Array * aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData, "Why did you want to get data from a null array?");
// It's OK if aContext and aPresContext are null if the caller already
// knows that all length units have been converted to pixels (as
// nsStyleAnimation does).
/* Get the keyword for the transform. */
switch (TransformFunctionOf(aData)) {
case eCSSKeyword_translatex:
return ProcessTranslateX(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
case eCSSKeyword_translatey:
return ProcessTranslateY(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
case eCSSKeyword_translatez:
return ProcessTranslateZ(aData, aContext, aPresContext,
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
case eCSSKeyword_translate:
return ProcessTranslate(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
case eCSSKeyword_translate3d:
return ProcessTranslate3D(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
case eCSSKeyword_scalex:
return ProcessScaleX(aData);
case eCSSKeyword_scaley:
return ProcessScaleY(aData);
case eCSSKeyword_scalez:
return ProcessScaleZ(aData);
case eCSSKeyword_scale:
return ProcessScale(aData);
case eCSSKeyword_scale3d:
return ProcessScale3D(aData);
case eCSSKeyword_skewx:
return ProcessSkewX(aData);
case eCSSKeyword_skewy:
return ProcessSkewY(aData);
case eCSSKeyword_skew:
return ProcessSkew(aData);
case eCSSKeyword_rotatex:
return ProcessRotateX(aData);
case eCSSKeyword_rotatey:
return ProcessRotateY(aData);
case eCSSKeyword_rotatez:
case eCSSKeyword_rotate:
return ProcessRotateZ(aData);
case eCSSKeyword_rotate3d:
return ProcessRotate3D(aData);
case eCSSKeyword_matrix:
return ProcessMatrix(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
case eCSSKeyword_matrix3d:
return ProcessMatrix3D(aData);
case eCSSKeyword_interpolatematrix:
return ProcessInterpolateMatrix(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
case eCSSKeyword_perspective:
return ProcessPerspective(aData, aContext, aPresContext,
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
default:
NS_NOTREACHED("Unknown transform function!");
}
return gfx3DMatrix();
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ReadTransforms(const nsCSSValueList* aList,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit)
{
gfx3DMatrix result;
for (const nsCSSValueList* curr = aList; curr != nsnull; curr = curr->mNext) {
const nsCSSValue &currElem = curr->mValue;
NS_ASSERTION(currElem.GetUnit() == eCSSUnit_Function,
"Stream should consist solely of functions!");
NS_ASSERTION(currElem.GetArrayValue()->Count() >= 1,
"Incoming function is too short!");
/* Read in a single transform matrix, then accumulate it with the total. */
result = MatrixForTransformFunction(currElem.GetArrayValue(), aContext,
aPresContext, aCanStoreInRuleTree,
aBounds, aAppUnitsPerMatrixUnit) * result;
}
return result;
}