// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_ANIMATION_TRANSFORM_OPERATIONS_H_ #define CC_ANIMATION_TRANSFORM_OPERATIONS_H_ #include <vector> #include "base/memory/scoped_ptr.h" #include "cc/animation/transform_operation.h" #include "cc/base/cc_export.h" #include "ui/gfx/transform.h" namespace gfx { class BoxF; struct DecomposedTransform; } namespace cc { // Transform operations are a decomposed transformation matrix. It can be // applied to obtain a gfx::Transform at any time, and can be blended // intelligently with other transform operations, so long as they represent the // same decomposition. For example, if we have a transform that is made up of // a rotation followed by skew, it can be blended intelligently with another // transform made up of a rotation followed by a skew. Blending is possible if // we have two dissimilar sets of transform operations, but the effect may not // be what was intended. For more information, see the comments for the blend // function below. class CC_EXPORT TransformOperations { public: TransformOperations(); TransformOperations(const TransformOperations& other); ~TransformOperations(); // Returns a transformation matrix representing these transform operations. gfx::Transform Apply() const; // Given another set of transform operations and a progress in the range // [0, 1], returns a transformation matrix representing the intermediate // value. If this->MatchesTypes(from), then each of the operations are // blended separately and then combined. Otherwise, the two sets of // transforms are baked to matrices (using apply), and the matrices are // then decomposed and interpolated. For more information, see // http://www.w3.org/TR/2011/WD-css3-2d-transforms-20111215/#matrix-decomposition. gfx::Transform Blend(const TransformOperations& from, SkMScalar progress) const; // Sets |bounds| be the bounding box for the region within which |box| will // exist when it is transformed by the result of calling Blend on |from| and // with progress in the range [min_progress, max_progress]. If this region // cannot be computed, returns false. bool BlendedBoundsForBox(const gfx::BoxF& box, const TransformOperations& from, SkMScalar min_progress, SkMScalar max_progress, gfx::BoxF* bounds) const; // Returns true if this operation and its descendants have the same types // as other and its descendants. bool MatchesTypes(const TransformOperations& other) const; // Returns true if these operations can be blended. It will only return // false if we must resort to matrix interpolation, and matrix interpolation // fails (this can happen if either matrix cannot be decomposed). bool CanBlendWith(const TransformOperations& other) const; void AppendTranslate(SkMScalar x, SkMScalar y, SkMScalar z); void AppendRotate(SkMScalar x, SkMScalar y, SkMScalar z, SkMScalar degrees); void AppendScale(SkMScalar x, SkMScalar y, SkMScalar z); void AppendSkew(SkMScalar x, SkMScalar y); void AppendPerspective(SkMScalar depth); void AppendMatrix(const gfx::Transform& matrix); void AppendIdentity(); bool IsIdentity() const; private: bool BlendInternal(const TransformOperations& from, SkMScalar progress, gfx::Transform* result) const; std::vector<TransformOperation> operations_; bool ComputeDecomposedTransform() const; // For efficiency, we cache the decomposed transform. mutable scoped_ptr<gfx::DecomposedTransform> decomposed_transform_; mutable bool decomposed_transform_dirty_; DISALLOW_ASSIGN(TransformOperations); }; } // namespace cc #endif // CC_ANIMATION_TRANSFORM_OPERATIONS_H_