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192403f967
Also, drop `nsLayoutUtils::ComputeGeometryBox()` and avoid doing mapping in `ComputeHTMLReferenceRect()` and `ComputeSVGReferenceRect()`. The caller should handle it properly because each property uses its own mapping between CSS box and SVG box. Note: 1. mask-clip-3.html is copied from mask-clip-1.html but just replace css boxes with svg boxes. 2. mask-clip-4.html is copied from mask-clip-2.html but just replace svg boxed with css boxes. Differential Revision: https://phabricator.services.mozilla.com/D188316
640 lines
24 KiB
C++
640 lines
24 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/*
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* A class used for intermediate representations of the transform and
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* transform-like properties.
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*/
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#include "nsStyleTransformMatrix.h"
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#include "nsLayoutUtils.h"
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#include "nsPresContext.h"
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#include "mozilla/MotionPathUtils.h"
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#include "mozilla/ServoBindings.h"
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#include "mozilla/StaticPrefs_layout.h"
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#include "mozilla/StyleAnimationValue.h"
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#include "mozilla/SVGUtils.h"
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#include "gfxMatrix.h"
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#include "gfxQuaternion.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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namespace nsStyleTransformMatrix {
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/* Note on floating point precision: The transform matrix is an array
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* of single precision 'float's, and so are most of the input values
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* we get from the style system, but intermediate calculations
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* involving angles need to be done in 'double'.
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*/
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// Define UNIFIED_CONTINUATIONS here and in nsDisplayList.cpp
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// to have the transform property try
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// to transform content with continuations as one unified block instead of
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// several smaller ones. This is currently disabled because it doesn't work
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// correctly, since when the frames are initially being reflowed, their
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// continuations all compute their bounding rects independently of each other
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// and consequently get the wrong value.
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// #define UNIFIED_CONTINUATIONS
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static nsRect GetSVGBox(const nsIFrame* aFrame) {
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auto computeViewBox = [&]() {
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// Percentages in transforms resolve against the width/height of the
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// nearest viewport (or its viewBox if one is applied), and the
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// transform is relative to {0,0} in current user space.
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CSSSize size = CSSSize::FromUnknownSize(SVGUtils::GetContextSize(aFrame));
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return nsRect(-aFrame->GetPosition(), CSSPixel::ToAppUnits(size));
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};
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// For SVG elements without associated CSS layout box, the used value for
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// content-box is fill-box and for border-box is stroke-box.
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// https://drafts.csswg.org/css-transforms-1/#transform-box
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switch (aFrame->StyleDisplay()->mTransformBox) {
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case StyleTransformBox::ContentBox:
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case StyleTransformBox::FillBox: {
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// Percentages in transforms resolve against the SVG bbox, and the
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// transform is relative to the top-left of the SVG bbox.
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nsRect bboxInAppUnits = nsLayoutUtils::ComputeSVGReferenceRect(
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const_cast<nsIFrame*>(aFrame), StyleGeometryBox::FillBox);
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// The mRect of an SVG nsIFrame is its user space bounds *including*
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// stroke and markers, whereas bboxInAppUnits is its user space bounds
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// including fill only. We need to note the offset of the reference box
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// from the frame's mRect in mX/mY.
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return {bboxInAppUnits.x - aFrame->GetPosition().x,
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bboxInAppUnits.y - aFrame->GetPosition().y, bboxInAppUnits.width,
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bboxInAppUnits.height};
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}
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case StyleTransformBox::BorderBox:
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if (!StaticPrefs::layout_css_transform_box_content_stroke_enabled()) {
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// If stroke-box is disabled, we shouldn't use it and fall back to
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// view-box.
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return computeViewBox();
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}
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[[fallthrough]];
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case StyleTransformBox::StrokeBox: {
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// We are using SVGUtils::PathExtentsToMaxStrokeExtents() to compute the
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// bbox contribution for stroke box (if it doesn't have simple bounds),
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// so the |strokeBox| here may be larger than the author's expectation.
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// Using Moz2D to compute the tighter bounding box is another way but it
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// has some potential issues (see SVGGeometryFrame::GetBBoxContribution()
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// for more details), and its result depends on the drawing backend. So
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// for now we still rely on our default calcuclation for SVG geometry
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// frame reflow code. At least this works for the shape elements which
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// have simple bounds.
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// FIXME: Bug 1849054. We may have to update
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// SVGGeometryFrame::GetBBoxContribution() to get tighter stroke bounds.
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nsRect strokeBox = nsLayoutUtils::ComputeSVGReferenceRect(
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const_cast<nsIFrame*>(aFrame), StyleGeometryBox::StrokeBox);
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// The |nsIFrame::mRect| includes markers, so we have to compute the
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// offsets without markers.
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return nsRect{strokeBox.x - aFrame->GetPosition().x,
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strokeBox.y - aFrame->GetPosition().y, strokeBox.width,
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strokeBox.height};
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}
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case StyleTransformBox::ViewBox:
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return computeViewBox();
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}
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MOZ_ASSERT_UNREACHABLE("All transform box should be handled.");
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return {};
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}
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void TransformReferenceBox::EnsureDimensionsAreCached() {
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if (mIsCached) {
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return;
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}
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MOZ_ASSERT(mFrame);
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mIsCached = true;
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if (mFrame->HasAnyStateBits(NS_FRAME_SVG_LAYOUT)) {
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mBox = GetSVGBox(mFrame);
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return;
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}
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// For elements with associated CSS layout box, the used value for fill-box is
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// content-box and for stroke-box and view-box is border-box.
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// https://drafts.csswg.org/css-transforms-1/#transform-box
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switch (mFrame->StyleDisplay()->mTransformBox) {
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case StyleTransformBox::FillBox:
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case StyleTransformBox::ContentBox: {
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mBox = mFrame->GetContentRectRelativeToSelf();
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return;
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}
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case StyleTransformBox::StrokeBox:
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// TODO: Implement this in the following patches.
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return;
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case StyleTransformBox::ViewBox:
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case StyleTransformBox::BorderBox: {
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// If UNIFIED_CONTINUATIONS is not defined, this is simply the frame's
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// bounding rectangle, translated to the origin. Otherwise, it is the
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// smallest rectangle containing a frame and all of its continuations. For
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// example, if there is a <span> element with several continuations split
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// over several lines, this function will return the rectangle containing
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// all of those continuations.
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nsRect rect;
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#ifndef UNIFIED_CONTINUATIONS
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rect = mFrame->GetRect();
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#else
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// Iterate the continuation list, unioning together the bounding rects:
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for (const nsIFrame* currFrame = mFrame->FirstContinuation();
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currFrame != nullptr; currFrame = currFrame->GetNextContinuation()) {
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// Get the frame rect in local coordinates, then translate back to the
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// original coordinates:
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rect.UnionRect(result, nsRect(currFrame->GetOffsetTo(mFrame),
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currFrame->GetSize()));
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}
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#endif
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mBox = {0, 0, rect.Width(), rect.Height()};
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return;
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}
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}
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}
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float ProcessTranslatePart(
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const LengthPercentage& aValue, TransformReferenceBox* aRefBox,
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TransformReferenceBox::DimensionGetter aDimensionGetter) {
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return aValue.ResolveToCSSPixelsWith([&] {
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return aRefBox && !aRefBox->IsEmpty()
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? CSSPixel::FromAppUnits((aRefBox->*aDimensionGetter)())
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: CSSCoord(0);
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});
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}
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/**
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* Helper functions to process all the transformation function types.
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*
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* These take a matrix parameter to accumulate the current matrix.
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*/
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/* Helper function to process a matrix entry. */
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static void ProcessMatrix(Matrix4x4& aMatrix,
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const StyleTransformOperation& aOp) {
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const auto& matrix = aOp.AsMatrix();
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gfxMatrix result;
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result._11 = matrix.a;
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result._12 = matrix.b;
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result._21 = matrix.c;
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result._22 = matrix.d;
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result._31 = matrix.e;
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result._32 = matrix.f;
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aMatrix = result * aMatrix;
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}
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static void ProcessMatrix3D(Matrix4x4& aMatrix,
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const StyleTransformOperation& aOp) {
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Matrix4x4 temp;
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const auto& matrix = aOp.AsMatrix3D();
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temp._11 = matrix.m11;
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temp._12 = matrix.m12;
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temp._13 = matrix.m13;
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temp._14 = matrix.m14;
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temp._21 = matrix.m21;
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temp._22 = matrix.m22;
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temp._23 = matrix.m23;
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temp._24 = matrix.m24;
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temp._31 = matrix.m31;
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temp._32 = matrix.m32;
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temp._33 = matrix.m33;
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temp._34 = matrix.m34;
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temp._41 = matrix.m41;
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temp._42 = matrix.m42;
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temp._43 = matrix.m43;
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temp._44 = matrix.m44;
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aMatrix = temp * aMatrix;
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}
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// For accumulation for transform functions, |aOne| corresponds to |aB| and
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// |aTwo| corresponds to |aA| for StyleAnimationValue::Accumulate().
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class Accumulate {
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public:
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template <typename T>
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static T operate(const T& aOne, const T& aTwo, double aCoeff) {
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return aOne + aTwo * aCoeff;
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}
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static Point4D operateForPerspective(const Point4D& aOne, const Point4D& aTwo,
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double aCoeff) {
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return (aOne - Point4D(0, 0, 0, 1)) +
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(aTwo - Point4D(0, 0, 0, 1)) * aCoeff + Point4D(0, 0, 0, 1);
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}
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static Point3D operateForScale(const Point3D& aOne, const Point3D& aTwo,
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double aCoeff) {
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// For scale, the identify element is 1, see AddTransformScale in
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// StyleAnimationValue.cpp.
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return (aOne - Point3D(1, 1, 1)) + (aTwo - Point3D(1, 1, 1)) * aCoeff +
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Point3D(1, 1, 1);
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}
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static Matrix4x4 operateForRotate(const gfxQuaternion& aOne,
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const gfxQuaternion& aTwo, double aCoeff) {
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if (aCoeff == 0.0) {
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return aOne.ToMatrix();
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}
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double theta = acos(mozilla::clamped(aTwo.w, -1.0, 1.0));
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double scale = (theta != 0.0) ? 1.0 / sin(theta) : 0.0;
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theta *= aCoeff;
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scale *= sin(theta);
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gfxQuaternion result = gfxQuaternion(scale * aTwo.x, scale * aTwo.y,
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scale * aTwo.z, cos(theta)) *
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aOne;
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return result.ToMatrix();
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}
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static Matrix4x4 operateForFallback(const Matrix4x4& aMatrix1,
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const Matrix4x4& aMatrix2,
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double aProgress) {
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return aMatrix1;
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}
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static Matrix4x4 operateByServo(const Matrix4x4& aMatrix1,
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const Matrix4x4& aMatrix2, double aCount) {
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Matrix4x4 result;
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Servo_MatrixTransform_Operate(MatrixTransformOperator::Accumulate,
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&aMatrix1.components, &aMatrix2.components,
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aCount, &result.components);
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return result;
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}
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};
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class Interpolate {
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public:
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template <typename T>
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static T operate(const T& aOne, const T& aTwo, double aCoeff) {
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return aOne + (aTwo - aOne) * aCoeff;
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}
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static Point4D operateForPerspective(const Point4D& aOne, const Point4D& aTwo,
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double aCoeff) {
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return aOne + (aTwo - aOne) * aCoeff;
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}
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static Point3D operateForScale(const Point3D& aOne, const Point3D& aTwo,
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double aCoeff) {
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return aOne + (aTwo - aOne) * aCoeff;
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}
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static Matrix4x4 operateForRotate(const gfxQuaternion& aOne,
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const gfxQuaternion& aTwo, double aCoeff) {
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return aOne.Slerp(aTwo, aCoeff).ToMatrix();
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}
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static Matrix4x4 operateForFallback(const Matrix4x4& aMatrix1,
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const Matrix4x4& aMatrix2,
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double aProgress) {
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return aProgress < 0.5 ? aMatrix1 : aMatrix2;
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}
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static Matrix4x4 operateByServo(const Matrix4x4& aMatrix1,
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const Matrix4x4& aMatrix2, double aProgress) {
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Matrix4x4 result;
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Servo_MatrixTransform_Operate(MatrixTransformOperator::Interpolate,
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&aMatrix1.components, &aMatrix2.components,
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aProgress, &result.components);
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return result;
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}
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};
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template <typename Operator>
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static void ProcessMatrixOperator(Matrix4x4& aMatrix,
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const StyleTransform& aFrom,
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const StyleTransform& aTo, float aProgress,
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TransformReferenceBox& aRefBox) {
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float appUnitPerCSSPixel = AppUnitsPerCSSPixel();
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Matrix4x4 matrix1 = ReadTransforms(aFrom, aRefBox, appUnitPerCSSPixel);
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Matrix4x4 matrix2 = ReadTransforms(aTo, aRefBox, appUnitPerCSSPixel);
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aMatrix = Operator::operateByServo(matrix1, matrix2, aProgress) * aMatrix;
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}
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/* Helper function to process two matrices that we need to interpolate between
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*/
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void ProcessInterpolateMatrix(Matrix4x4& aMatrix,
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const StyleTransformOperation& aOp,
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TransformReferenceBox& aRefBox) {
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const auto& args = aOp.AsInterpolateMatrix();
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ProcessMatrixOperator<Interpolate>(aMatrix, args.from_list, args.to_list,
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args.progress._0, aRefBox);
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}
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void ProcessAccumulateMatrix(Matrix4x4& aMatrix,
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const StyleTransformOperation& aOp,
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TransformReferenceBox& aRefBox) {
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const auto& args = aOp.AsAccumulateMatrix();
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ProcessMatrixOperator<Accumulate>(aMatrix, args.from_list, args.to_list,
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args.count, aRefBox);
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}
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/* Helper function to process a translatex function. */
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static void ProcessTranslateX(Matrix4x4& aMatrix,
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const LengthPercentage& aLength,
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TransformReferenceBox& aRefBox) {
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Point3D temp;
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temp.x =
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ProcessTranslatePart(aLength, &aRefBox, &TransformReferenceBox::Width);
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aMatrix.PreTranslate(temp);
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}
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/* Helper function to process a translatey function. */
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static void ProcessTranslateY(Matrix4x4& aMatrix,
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const LengthPercentage& aLength,
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TransformReferenceBox& aRefBox) {
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Point3D temp;
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temp.y =
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ProcessTranslatePart(aLength, &aRefBox, &TransformReferenceBox::Height);
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aMatrix.PreTranslate(temp);
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}
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static void ProcessTranslateZ(Matrix4x4& aMatrix, const Length& aLength) {
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Point3D temp;
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temp.z = aLength.ToCSSPixels();
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aMatrix.PreTranslate(temp);
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}
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/* Helper function to process a translate function. */
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static void ProcessTranslate(Matrix4x4& aMatrix, const LengthPercentage& aX,
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const LengthPercentage& aY,
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TransformReferenceBox& aRefBox) {
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Point3D temp;
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temp.x = ProcessTranslatePart(aX, &aRefBox, &TransformReferenceBox::Width);
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temp.y = ProcessTranslatePart(aY, &aRefBox, &TransformReferenceBox::Height);
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aMatrix.PreTranslate(temp);
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}
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static void ProcessTranslate3D(Matrix4x4& aMatrix, const LengthPercentage& aX,
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const LengthPercentage& aY, const Length& aZ,
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TransformReferenceBox& aRefBox) {
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Point3D temp;
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temp.x = ProcessTranslatePart(aX, &aRefBox, &TransformReferenceBox::Width);
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temp.y = ProcessTranslatePart(aY, &aRefBox, &TransformReferenceBox::Height);
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temp.z = aZ.ToCSSPixels();
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aMatrix.PreTranslate(temp);
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}
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/* Helper function to set up a scale matrix. */
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static void ProcessScaleHelper(Matrix4x4& aMatrix, float aXScale, float aYScale,
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float aZScale) {
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aMatrix.PreScale(aXScale, aYScale, aZScale);
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}
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static void ProcessScale3D(Matrix4x4& aMatrix,
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const StyleTransformOperation& aOp) {
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const auto& scale = aOp.AsScale3D();
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ProcessScaleHelper(aMatrix, scale._0, scale._1, scale._2);
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}
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/* Helper function that, given a set of angles, constructs the appropriate
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* skew matrix.
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*/
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static void ProcessSkewHelper(Matrix4x4& aMatrix, const StyleAngle& aXAngle,
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const StyleAngle& aYAngle) {
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aMatrix.SkewXY(aXAngle.ToRadians(), aYAngle.ToRadians());
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}
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static void ProcessRotate3D(Matrix4x4& aMatrix, float aX, float aY, float aZ,
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const StyleAngle& aAngle) {
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Matrix4x4 temp;
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temp.SetRotateAxisAngle(aX, aY, aZ, aAngle.ToRadians());
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aMatrix = temp * aMatrix;
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}
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static void ProcessPerspective(
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Matrix4x4& aMatrix,
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const StyleGenericPerspectiveFunction<Length>& aPerspective) {
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if (aPerspective.IsNone()) {
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return;
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}
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float p = aPerspective.AsLength().ToCSSPixels();
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if (!std::isinf(p)) {
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aMatrix.Perspective(std::max(p, 1.0f));
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}
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}
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static void MatrixForTransformFunction(Matrix4x4& aMatrix,
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const StyleTransformOperation& aOp,
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TransformReferenceBox& aRefBox) {
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/* Get the keyword for the transform. */
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switch (aOp.tag) {
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case StyleTransformOperation::Tag::TranslateX:
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ProcessTranslateX(aMatrix, aOp.AsTranslateX(), aRefBox);
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break;
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case StyleTransformOperation::Tag::TranslateY:
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ProcessTranslateY(aMatrix, aOp.AsTranslateY(), aRefBox);
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break;
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case StyleTransformOperation::Tag::TranslateZ:
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ProcessTranslateZ(aMatrix, aOp.AsTranslateZ());
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break;
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case StyleTransformOperation::Tag::Translate:
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ProcessTranslate(aMatrix, aOp.AsTranslate()._0, aOp.AsTranslate()._1,
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aRefBox);
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break;
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case StyleTransformOperation::Tag::Translate3D:
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return ProcessTranslate3D(aMatrix, aOp.AsTranslate3D()._0,
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aOp.AsTranslate3D()._1, aOp.AsTranslate3D()._2,
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aRefBox);
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break;
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case StyleTransformOperation::Tag::ScaleX:
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ProcessScaleHelper(aMatrix, aOp.AsScaleX(), 1.0f, 1.0f);
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break;
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case StyleTransformOperation::Tag::ScaleY:
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ProcessScaleHelper(aMatrix, 1.0f, aOp.AsScaleY(), 1.0f);
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break;
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case StyleTransformOperation::Tag::ScaleZ:
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ProcessScaleHelper(aMatrix, 1.0f, 1.0f, aOp.AsScaleZ());
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break;
|
|
case StyleTransformOperation::Tag::Scale:
|
|
ProcessScaleHelper(aMatrix, aOp.AsScale()._0, aOp.AsScale()._1, 1.0f);
|
|
break;
|
|
case StyleTransformOperation::Tag::Scale3D:
|
|
ProcessScale3D(aMatrix, aOp);
|
|
break;
|
|
case StyleTransformOperation::Tag::SkewX:
|
|
ProcessSkewHelper(aMatrix, aOp.AsSkewX(), StyleAngle::Zero());
|
|
break;
|
|
case StyleTransformOperation::Tag::SkewY:
|
|
ProcessSkewHelper(aMatrix, StyleAngle::Zero(), aOp.AsSkewY());
|
|
break;
|
|
case StyleTransformOperation::Tag::Skew:
|
|
ProcessSkewHelper(aMatrix, aOp.AsSkew()._0, aOp.AsSkew()._1);
|
|
break;
|
|
case StyleTransformOperation::Tag::RotateX:
|
|
aMatrix.RotateX(aOp.AsRotateX().ToRadians());
|
|
break;
|
|
case StyleTransformOperation::Tag::RotateY:
|
|
aMatrix.RotateY(aOp.AsRotateY().ToRadians());
|
|
break;
|
|
case StyleTransformOperation::Tag::RotateZ:
|
|
aMatrix.RotateZ(aOp.AsRotateZ().ToRadians());
|
|
break;
|
|
case StyleTransformOperation::Tag::Rotate:
|
|
aMatrix.RotateZ(aOp.AsRotate().ToRadians());
|
|
break;
|
|
case StyleTransformOperation::Tag::Rotate3D:
|
|
ProcessRotate3D(aMatrix, aOp.AsRotate3D()._0, aOp.AsRotate3D()._1,
|
|
aOp.AsRotate3D()._2, aOp.AsRotate3D()._3);
|
|
break;
|
|
case StyleTransformOperation::Tag::Matrix:
|
|
ProcessMatrix(aMatrix, aOp);
|
|
break;
|
|
case StyleTransformOperation::Tag::Matrix3D:
|
|
ProcessMatrix3D(aMatrix, aOp);
|
|
break;
|
|
case StyleTransformOperation::Tag::InterpolateMatrix:
|
|
ProcessInterpolateMatrix(aMatrix, aOp, aRefBox);
|
|
break;
|
|
case StyleTransformOperation::Tag::AccumulateMatrix:
|
|
ProcessAccumulateMatrix(aMatrix, aOp, aRefBox);
|
|
break;
|
|
case StyleTransformOperation::Tag::Perspective:
|
|
ProcessPerspective(aMatrix, aOp.AsPerspective());
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unknown transform function!");
|
|
}
|
|
}
|
|
|
|
Matrix4x4 ReadTransforms(const StyleTransform& aTransform,
|
|
TransformReferenceBox& aRefBox,
|
|
float aAppUnitsPerMatrixUnit) {
|
|
Matrix4x4 result;
|
|
|
|
for (const StyleTransformOperation& op : aTransform.Operations()) {
|
|
MatrixForTransformFunction(result, op, aRefBox);
|
|
}
|
|
|
|
float scale = float(AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit;
|
|
result.PreScale(1 / scale, 1 / scale, 1 / scale);
|
|
result.PostScale(scale, scale, scale);
|
|
|
|
return result;
|
|
}
|
|
|
|
static void ProcessTranslate(Matrix4x4& aMatrix,
|
|
const StyleTranslate& aTranslate,
|
|
TransformReferenceBox& aRefBox) {
|
|
switch (aTranslate.tag) {
|
|
case StyleTranslate::Tag::None:
|
|
return;
|
|
case StyleTranslate::Tag::Translate:
|
|
return ProcessTranslate3D(aMatrix, aTranslate.AsTranslate()._0,
|
|
aTranslate.AsTranslate()._1,
|
|
aTranslate.AsTranslate()._2, aRefBox);
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Huh?");
|
|
}
|
|
}
|
|
|
|
static void ProcessRotate(Matrix4x4& aMatrix, const StyleRotate& aRotate) {
|
|
switch (aRotate.tag) {
|
|
case StyleRotate::Tag::None:
|
|
return;
|
|
case StyleRotate::Tag::Rotate:
|
|
aMatrix.RotateZ(aRotate.AsRotate().ToRadians());
|
|
return;
|
|
case StyleRotate::Tag::Rotate3D:
|
|
return ProcessRotate3D(aMatrix, aRotate.AsRotate3D()._0,
|
|
aRotate.AsRotate3D()._1, aRotate.AsRotate3D()._2,
|
|
aRotate.AsRotate3D()._3);
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Huh?");
|
|
}
|
|
}
|
|
|
|
static void ProcessScale(Matrix4x4& aMatrix, const StyleScale& aScale) {
|
|
switch (aScale.tag) {
|
|
case StyleScale::Tag::None:
|
|
return;
|
|
case StyleScale::Tag::Scale:
|
|
return ProcessScaleHelper(aMatrix, aScale.AsScale()._0,
|
|
aScale.AsScale()._1, aScale.AsScale()._2);
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Huh?");
|
|
}
|
|
}
|
|
|
|
Matrix4x4 ReadTransforms(const StyleTranslate& aTranslate,
|
|
const StyleRotate& aRotate, const StyleScale& aScale,
|
|
const ResolvedMotionPathData* aMotion,
|
|
const StyleTransform& aTransform,
|
|
TransformReferenceBox& aRefBox,
|
|
float aAppUnitsPerMatrixUnit) {
|
|
Matrix4x4 result;
|
|
|
|
ProcessTranslate(result, aTranslate, aRefBox);
|
|
ProcessRotate(result, aRotate);
|
|
ProcessScale(result, aScale);
|
|
|
|
if (aMotion) {
|
|
// Create the equivalent translate and rotate function, according to the
|
|
// order in spec. We combine the translate and then the rotate.
|
|
// https://drafts.fxtf.org/motion-1/#calculating-path-transform
|
|
//
|
|
// Besides, we have to shift the object by the delta between anchor-point
|
|
// and transform-origin, to make sure we rotate the object according to
|
|
// anchor-point.
|
|
result.PreTranslate(aMotion->mTranslate.x + aMotion->mShift.x,
|
|
aMotion->mTranslate.y + aMotion->mShift.y, 0.0);
|
|
if (aMotion->mRotate != 0.0) {
|
|
result.RotateZ(aMotion->mRotate);
|
|
}
|
|
// Shift the origin back to transform-origin.
|
|
result.PreTranslate(-aMotion->mShift.x, -aMotion->mShift.y, 0.0);
|
|
}
|
|
|
|
for (const StyleTransformOperation& op : aTransform.Operations()) {
|
|
MatrixForTransformFunction(result, op, aRefBox);
|
|
}
|
|
|
|
float scale = float(AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit;
|
|
result.PreScale(1 / scale, 1 / scale, 1 / scale);
|
|
result.PostScale(scale, scale, scale);
|
|
|
|
return result;
|
|
}
|
|
|
|
mozilla::CSSPoint Convert2DPosition(const mozilla::LengthPercentage& aX,
|
|
const mozilla::LengthPercentage& aY,
|
|
const CSSSize& aSize) {
|
|
return {
|
|
aX.ResolveToCSSPixels(aSize.width),
|
|
aY.ResolveToCSSPixels(aSize.height),
|
|
};
|
|
}
|
|
|
|
CSSPoint Convert2DPosition(const LengthPercentage& aX,
|
|
const LengthPercentage& aY,
|
|
TransformReferenceBox& aRefBox) {
|
|
return {
|
|
aX.ResolveToCSSPixelsWith(
|
|
[&] { return CSSPixel::FromAppUnits(aRefBox.Width()); }),
|
|
aY.ResolveToCSSPixelsWith(
|
|
[&] { return CSSPixel::FromAppUnits(aRefBox.Height()); }),
|
|
};
|
|
}
|
|
|
|
Point Convert2DPosition(const LengthPercentage& aX, const LengthPercentage& aY,
|
|
TransformReferenceBox& aRefBox,
|
|
int32_t aAppUnitsPerPixel) {
|
|
float scale = mozilla::AppUnitsPerCSSPixel() / float(aAppUnitsPerPixel);
|
|
CSSPoint p = Convert2DPosition(aX, aY, aRefBox);
|
|
return {p.x * scale, p.y * scale};
|
|
}
|
|
|
|
} // namespace nsStyleTransformMatrix
|