mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
620 lines
21 KiB
C++
620 lines
21 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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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 -moz-transform property.
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*/
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#include "nsStyleTransformMatrix.h"
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#include "nsAutoPtr.h"
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#include "nsCSSValue.h"
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#include "nsStyleContext.h"
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#include "nsPresContext.h"
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#include "nsRuleNode.h"
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#include "nsCSSKeywords.h"
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#include "nsMathUtils.h"
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#include "CSSCalc.h"
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#include "nsStyleAnimation.h"
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namespace css = mozilla::css;
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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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/* Force small values to zero. We do this to avoid having sin(360deg)
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* evaluate to a tiny but nonzero value.
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*/
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static double FlushToZero(double aVal)
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{
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if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON)
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return 0.0f;
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else
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return aVal;
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}
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float
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ProcessTranslatePart(const nsCSSValue& aValue,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nscoord aSize,
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float aAppUnitsPerMatrixUnit)
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{
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nscoord offset = 0;
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float percent = 0.0f;
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if (aValue.GetUnit() == eCSSUnit_Percent) {
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percent = aValue.GetPercentValue();
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} else if (aValue.GetUnit() == eCSSUnit_Pixel ||
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aValue.GetUnit() == eCSSUnit_Number) {
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// Handle this here (even though nsRuleNode::CalcLength handles it
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// fine) so that callers are allowed to pass a null style context
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// and pres context to SetToTransformFunction if they know (as
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// nsStyleAnimation does) that all lengths within the transform
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// function have already been computed to pixels and percents.
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//
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// Raw numbers are treated as being pixels.
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//
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// Don't convert to aValue to AppUnits here to avoid precision issues.
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return aValue.GetFloatValue() *
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(float(nsPresContext::AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit);
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} else if (aValue.IsCalcUnit()) {
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nsRuleNode::ComputedCalc result =
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nsRuleNode::SpecifiedCalcToComputedCalc(aValue, aContext, aPresContext,
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aCanStoreInRuleTree);
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percent = result.mPercent;
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offset = result.mLength;
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} else {
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offset = nsRuleNode::CalcLength(aValue, aContext, aPresContext,
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aCanStoreInRuleTree);
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}
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return (percent * NSAppUnitsToFloatPixels(aSize, aAppUnitsPerMatrixUnit)) +
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NSAppUnitsToFloatPixels(offset, aAppUnitsPerMatrixUnit);
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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
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ProcessMatrix(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 7, "Invalid array!");
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gfxMatrix result;
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/* Take the first four elements out of the array as floats and store
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* them.
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*/
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result.xx = aData->Item(1).GetFloatValue();
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result.yx = aData->Item(2).GetFloatValue();
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result.xy = aData->Item(3).GetFloatValue();
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result.yy = aData->Item(4).GetFloatValue();
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/* The last two elements have their length parts stored in aDelta
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* and their percent parts stored in aX[0] and aY[1].
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*/
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result.x0 = ProcessTranslatePart(aData->Item(5),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Width(), aAppUnitsPerMatrixUnit);
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result.y0 = ProcessTranslatePart(aData->Item(6),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Height(), aAppUnitsPerMatrixUnit);
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aMatrix.PreMultiply(result);
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}
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static void
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ProcessMatrix3D(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 17, "Invalid array!");
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gfx3DMatrix temp;
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temp._11 = aData->Item(1).GetFloatValue();
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temp._12 = aData->Item(2).GetFloatValue();
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temp._13 = aData->Item(3).GetFloatValue();
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temp._14 = aData->Item(4).GetFloatValue();
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temp._21 = aData->Item(5).GetFloatValue();
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temp._22 = aData->Item(6).GetFloatValue();
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temp._23 = aData->Item(7).GetFloatValue();
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temp._24 = aData->Item(8).GetFloatValue();
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temp._31 = aData->Item(9).GetFloatValue();
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temp._32 = aData->Item(10).GetFloatValue();
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temp._33 = aData->Item(11).GetFloatValue();
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temp._34 = aData->Item(12).GetFloatValue();
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temp._44 = aData->Item(16).GetFloatValue();
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temp._41 = ProcessTranslatePart(aData->Item(13),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Width(), aAppUnitsPerMatrixUnit);
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temp._42 = ProcessTranslatePart(aData->Item(14),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Height(), aAppUnitsPerMatrixUnit);
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temp._43 = ProcessTranslatePart(aData->Item(15),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Height(), aAppUnitsPerMatrixUnit);
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aMatrix.PreMultiply(temp);
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}
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/* Helper function to process two matrices that we need to interpolate between */
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static void
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ProcessInterpolateMatrix(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
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gfx3DMatrix matrix1, matrix2;
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if (aData->Item(1).GetUnit() == eCSSUnit_List) {
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matrix1 = nsStyleTransformMatrix::ReadTransforms(aData->Item(1).GetListValue(),
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aContext, aPresContext,
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aCanStoreInRuleTree,
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aBounds, aAppUnitsPerMatrixUnit);
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}
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if (aData->Item(2).GetUnit() == eCSSUnit_List) {
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matrix2 = ReadTransforms(aData->Item(2).GetListValue(),
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aContext, aPresContext,
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aCanStoreInRuleTree,
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aBounds, aAppUnitsPerMatrixUnit);
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}
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double progress = aData->Item(3).GetPercentValue();
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aMatrix = nsStyleAnimation::InterpolateTransformMatrix(matrix1, matrix2, progress) * aMatrix;
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}
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/* Helper function to process a translatex function. */
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static void
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ProcessTranslateX(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
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gfxPoint3D temp;
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temp.x = ProcessTranslatePart(aData->Item(1),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Width(), aAppUnitsPerMatrixUnit);
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aMatrix.Translate(temp);
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}
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/* Helper function to process a translatey function. */
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static void
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ProcessTranslateY(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
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gfxPoint3D temp;
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temp.y = ProcessTranslatePart(aData->Item(1),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Height(), aAppUnitsPerMatrixUnit);
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aMatrix.Translate(temp);
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}
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static void
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ProcessTranslateZ(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
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gfxPoint3D temp;
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temp.z = ProcessTranslatePart(aData->Item(1),
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aContext, aPresContext, aCanStoreInRuleTree,
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0, aAppUnitsPerMatrixUnit);
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aMatrix.Translate(temp);
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}
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/* Helper function to process a translate function. */
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static void
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ProcessTranslate(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Invalid array!");
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gfxPoint3D temp;
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temp.x = ProcessTranslatePart(aData->Item(1),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Width(), aAppUnitsPerMatrixUnit);
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/* If we read in a Y component, set it appropriately */
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if (aData->Count() == 3) {
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temp.y = ProcessTranslatePart(aData->Item(2),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Height(), aAppUnitsPerMatrixUnit);
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}
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aMatrix.Translate(temp);
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}
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static void
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ProcessTranslate3D(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext* aContext,
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nsPresContext* aPresContext,
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bool& aCanStoreInRuleTree,
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nsRect& aBounds, float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
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gfxPoint3D temp;
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temp.x = ProcessTranslatePart(aData->Item(1),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Width(), aAppUnitsPerMatrixUnit);
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temp.y = ProcessTranslatePart(aData->Item(2),
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aContext, aPresContext, aCanStoreInRuleTree,
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aBounds.Height(), aAppUnitsPerMatrixUnit);
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temp.z = ProcessTranslatePart(aData->Item(3),
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aContext, aPresContext, aCanStoreInRuleTree,
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0, aAppUnitsPerMatrixUnit);
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aMatrix.Translate(temp);
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}
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/* Helper function to set up a scale matrix. */
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static void
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ProcessScaleHelper(gfx3DMatrix& aMatrix,
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float aXScale,
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float aYScale,
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float aZScale)
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{
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aMatrix.Scale(aXScale, aYScale, aZScale);
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}
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/* Process a scalex function. */
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static void
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ProcessScaleX(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2, "Bad array!");
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ProcessScaleHelper(aMatrix, aData->Item(1).GetFloatValue(), 1.0f, 1.0f);
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}
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/* Process a scaley function. */
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static void
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ProcessScaleY(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2, "Bad array!");
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ProcessScaleHelper(aMatrix, 1.0f, aData->Item(1).GetFloatValue(), 1.0f);
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}
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static void
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ProcessScaleZ(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2, "Bad array!");
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ProcessScaleHelper(aMatrix, 1.0f, 1.0f, aData->Item(1).GetFloatValue());
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}
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static void
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ProcessScale3D(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 4, "Bad array!");
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ProcessScaleHelper(aMatrix,
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aData->Item(1).GetFloatValue(),
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aData->Item(2).GetFloatValue(),
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aData->Item(3).GetFloatValue());
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}
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/* Process a scale function. */
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static void
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ProcessScale(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Bad array!");
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/* We either have one element or two. If we have one, it's for both X and Y.
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* Otherwise it's one for each.
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*/
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const nsCSSValue& scaleX = aData->Item(1);
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const nsCSSValue& scaleY = (aData->Count() == 2 ? scaleX :
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aData->Item(2));
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ProcessScaleHelper(aMatrix,
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scaleX.GetFloatValue(),
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scaleY.GetFloatValue(),
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1.0f);
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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
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ProcessSkewHelper(gfx3DMatrix& aMatrix, double aXAngle, double aYAngle)
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{
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aMatrix.SkewXY(aXAngle, aYAngle);
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}
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/* Function that converts a skewx transform into a matrix. */
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static void
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ProcessSkewX(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_ASSERTION(aData->Count() == 2, "Bad array!");
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ProcessSkewHelper(aMatrix, aData->Item(1).GetAngleValueInRadians(), 0.0);
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}
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/* Function that converts a skewy transform into a matrix. */
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static void
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ProcessSkewY(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_ASSERTION(aData->Count() == 2, "Bad array!");
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ProcessSkewHelper(aMatrix, 0.0, aData->Item(1).GetAngleValueInRadians());
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}
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/* Function that converts a rotate transform into a matrix. */
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static void
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ProcessRotateZ(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
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double theta = aData->Item(1).GetAngleValueInRadians();
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aMatrix.RotateZ(theta);
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}
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static void
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ProcessRotateX(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
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double theta = aData->Item(1).GetAngleValueInRadians();
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aMatrix.RotateX(theta);
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}
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static void
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ProcessRotateY(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
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double theta = aData->Item(1).GetAngleValueInRadians();
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aMatrix.RotateY(theta);
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}
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static void
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ProcessRotate3D(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
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{
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NS_PRECONDITION(aData->Count() == 5, "Invalid array!");
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/* We want our matrix to look like this:
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* | 1 + (1-cos(angle))*(x*x-1) -z*sin(angle)+(1-cos(angle))*x*y y*sin(angle)+(1-cos(angle))*x*z 0 |
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* | z*sin(angle)+(1-cos(angle))*x*y 1 + (1-cos(angle))*(y*y-1) -x*sin(angle)+(1-cos(angle))*y*z 0 |
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* | -y*sin(angle)+(1-cos(angle))*x*z x*sin(angle)+(1-cos(angle))*y*z 1 + (1-cos(angle))*(z*z-1) 0 |
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* | 0 0 0 1 |
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* (see http://www.w3.org/TR/css3-3d-transforms/#transform-functions)
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*/
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/* The current spec specifies a matrix that rotates in the wrong direction. For now we just negate
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* the angle provided to get the correct rotation direction until the spec is updated.
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* See bug 704468.
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*/
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double theta = -aData->Item(4).GetAngleValueInRadians();
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float cosTheta = FlushToZero(cos(theta));
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float sinTheta = FlushToZero(sin(theta));
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float x = aData->Item(1).GetFloatValue();
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float y = aData->Item(2).GetFloatValue();
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float z = aData->Item(3).GetFloatValue();
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/* Normalize [x,y,z] */
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float length = sqrt(x*x + y*y + z*z);
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if (length == 0.0) {
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return;
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}
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x /= length;
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y /= length;
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z /= length;
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gfx3DMatrix temp;
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/* Create our matrix */
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temp._11 = 1 + (1 - cosTheta) * (x * x - 1);
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temp._12 = -z * sinTheta + (1 - cosTheta) * x * y;
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temp._13 = y * sinTheta + (1 - cosTheta) * x * z;
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temp._14 = 0.0f;
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temp._21 = z * sinTheta + (1 - cosTheta) * x * y;
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temp._22 = 1 + (1 - cosTheta) * (y * y - 1);
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temp._23 = -x * sinTheta + (1 - cosTheta) * y * z;
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temp._24 = 0.0f;
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temp._31 = -y * sinTheta + (1 - cosTheta) * x * z;
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temp._32 = x * sinTheta + (1 - cosTheta) * y * z;
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temp._33 = 1 + (1 - cosTheta) * (z * z - 1);
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temp._34 = 0.0f;
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temp._41 = 0.0f;
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temp._42 = 0.0f;
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temp._43 = 0.0f;
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temp._44 = 1.0f;
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aMatrix = temp * aMatrix;
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}
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static void
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ProcessPerspective(gfx3DMatrix& aMatrix,
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const nsCSSValue::Array* aData,
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nsStyleContext *aContext,
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nsPresContext *aPresContext,
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bool &aCanStoreInRuleTree,
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float aAppUnitsPerMatrixUnit)
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{
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NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
|
|
|
|
float depth = ProcessTranslatePart(aData->Item(1), aContext,
|
|
aPresContext, aCanStoreInRuleTree,
|
|
0, aAppUnitsPerMatrixUnit);
|
|
aMatrix.Perspective(depth);
|
|
}
|
|
|
|
|
|
/**
|
|
* SetToTransformFunction is essentially a giant switch statement that fans
|
|
* out to many smaller helper functions.
|
|
*/
|
|
static void
|
|
MatrixForTransformFunction(gfx3DMatrix& aMatrix,
|
|
const nsCSSValue::Array * aData,
|
|
nsStyleContext* aContext,
|
|
nsPresContext* aPresContext,
|
|
bool& 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:
|
|
ProcessTranslateX(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_translatey:
|
|
ProcessTranslateY(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_translatez:
|
|
ProcessTranslateZ(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_translate:
|
|
ProcessTranslate(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_translate3d:
|
|
ProcessTranslate3D(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_scalex:
|
|
ProcessScaleX(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_scaley:
|
|
ProcessScaleY(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_scalez:
|
|
ProcessScaleZ(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_scale:
|
|
ProcessScale(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_scale3d:
|
|
ProcessScale3D(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_skewx:
|
|
ProcessSkewX(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_skewy:
|
|
ProcessSkewY(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_rotatex:
|
|
ProcessRotateX(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_rotatey:
|
|
ProcessRotateY(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_rotatez:
|
|
case eCSSKeyword_rotate:
|
|
ProcessRotateZ(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_rotate3d:
|
|
ProcessRotate3D(aMatrix, aData);
|
|
break;
|
|
case eCSSKeyword_matrix:
|
|
ProcessMatrix(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_matrix3d:
|
|
ProcessMatrix3D(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_interpolatematrix:
|
|
ProcessInterpolateMatrix(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
case eCSSKeyword_perspective:
|
|
ProcessPerspective(aMatrix, aData, aContext, aPresContext,
|
|
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
|
|
break;
|
|
default:
|
|
NS_NOTREACHED("Unknown transform function!");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the transform function, as an nsCSSKeyword, for the given
|
|
* nsCSSValue::Array from a transform list.
|
|
*/
|
|
nsCSSKeyword
|
|
TransformFunctionOf(const nsCSSValue::Array* aData)
|
|
{
|
|
nsAutoString keyword;
|
|
aData->Item(0).GetStringValue(keyword);
|
|
return nsCSSKeywords::LookupKeyword(keyword);
|
|
}
|
|
|
|
gfx3DMatrix
|
|
ReadTransforms(const nsCSSValueList* aList,
|
|
nsStyleContext* aContext,
|
|
nsPresContext* aPresContext,
|
|
bool &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. */
|
|
MatrixForTransformFunction(result, currElem.GetArrayValue(), aContext,
|
|
aPresContext, aCanStoreInRuleTree,
|
|
aBounds, aAppUnitsPerMatrixUnit);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
} // namespace nsStyleTransformMatrix
|