blob: e950e82a644e832237348420314bd8106ac0d33e [file] [log] [blame]
// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GFX_GEOMETRY_AXIS_TRANSFORM2D_H_
#define UI_GFX_GEOMETRY_AXIS_TRANSFORM2D_H_
#include "base/check_op.h"
#include "third_party/abseil-cpp/absl/types/optional.h"
#include "ui/gfx/geometry/clamp_float_geometry.h"
#include "ui/gfx/geometry/geometry_export.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/vector2d_f.h"
namespace gfx {
struct DecomposedTransform;
// This class implements the subset of 2D linear transforms that only
// translation and uniform scaling are allowed.
// Internally this is stored as a vector for pre-scale, and another vector
// for post-translation. The class constructor and member accessor follows
// the same convention, but a scalar scale factor is also accepted.
//
// Results of the *Map* methods are clamped with ClampFloatGeometry().
// See the definition of the function for details.
//
class GEOMETRY_EXPORT AxisTransform2d {
public:
constexpr AxisTransform2d() = default;
constexpr AxisTransform2d(float scale, const Vector2dF& translation)
: scale_(scale, scale), translation_(translation) {}
static constexpr AxisTransform2d FromScaleAndTranslation(
const Vector2dF& scale,
const Vector2dF& translation) {
return AxisTransform2d(scale, translation);
}
constexpr bool operator==(const AxisTransform2d& other) const {
return scale_ == other.scale_ && translation_ == other.translation_;
}
constexpr bool operator!=(const AxisTransform2d& other) const {
return !(*this == other);
}
void PreScale(const Vector2dF& scale) { scale_.Scale(scale.x(), scale.y()); }
void PostScale(const Vector2dF& scale) {
scale_.Scale(scale.x(), scale.y());
translation_.Scale(scale.x(), scale.y());
}
void PreTranslate(const Vector2dF& translation) {
translation_ += ScaleVector2d(translation, scale_.x(), scale_.y());
}
void PostTranslate(const Vector2dF& translation) {
translation_ += translation;
}
void PreConcat(const AxisTransform2d& pre) {
PreTranslate(pre.translation_);
PreScale(pre.scale_);
}
void PostConcat(const AxisTransform2d& post) {
PostScale(post.scale_);
PostTranslate(post.translation_);
}
double Determinant() const { return double{scale_.x()} * scale_.y(); }
bool IsInvertible() const {
// Check float determinant (stricter than checking each component or double
// determinant) to keep consistency with Matrix44.
// TODO(crbug.com/1359528): This may be stricter than necessary. Revisit
// this after combination of gfx::Transform and blink::TransformationMatrix.
return std::isnormal(scale_.x() * scale_.y());
}
void Invert() {
DCHECK(IsInvertible());
scale_ = Vector2dF(1.f / scale_.x(), 1.f / scale_.y());
translation_.Scale(-scale_.x(), -scale_.y());
}
// Changes the transform to: scale(z) * mat * scale(1/z).
// Useful for mapping zoomed points to their zoomed transformed result:
// new_mat * (scale(z) * x) == scale(z) * (mat * x).
void Zoom(float zoom_factor) { translation_.Scale(zoom_factor); }
PointF MapPoint(const PointF& p) const {
return PointF(MapX(p.x()), MapY(p.y()));
}
PointF InverseMapPoint(const PointF& p) const {
return PointF(InverseMapX(p.x()), InverseMapY(p.y()));
}
RectF MapRect(const RectF& r) const {
DCHECK_GE(scale_.x(), 0.f);
DCHECK_GE(scale_.y(), 0.f);
return RectF(MapX(r.x()), MapY(r.y()),
ClampFloatGeometry(r.width() * scale_.x()),
ClampFloatGeometry(r.height() * scale_.y()));
}
RectF InverseMapRect(const RectF& r) const {
DCHECK_GT(scale_.x(), 0.f);
DCHECK_GT(scale_.y(), 0.f);
return RectF(InverseMapX(r.x()), InverseMapY(r.y()),
// |* (1.f / scale)| instead of '/ scale' to keep the same
// precision before crrev.com/c/3937107.
ClampFloatGeometry(r.width() * (1.f / scale_.x())),
ClampFloatGeometry(r.height() * (1.f / scale_.y())));
}
// Decomposes this transform into |decomp|, following the 2d decomposition
// spec: https://www.w3.org/TR/css-transforms-1/#decomposing-a-2d-matrix.
// It's a simplified version of Matrix44::Decompose2d().
DecomposedTransform Decompose() const;
constexpr const Vector2dF& scale() const { return scale_; }
constexpr const Vector2dF& translation() const { return translation_; }
std::string ToString() const;
private:
constexpr AxisTransform2d(const Vector2dF& scale,
const Vector2dF& translation)
: scale_(scale), translation_(translation) {}
float MapX(float x) const {
return ClampFloatGeometry(x * scale_.x() + translation_.x());
}
float MapY(float y) const {
return ClampFloatGeometry(y * scale_.y() + translation_.y());
}
float InverseMapX(float x) const {
// |* (1.f / scale)| instead of '/ scale' to keep the same precision
// before crrev.com/c/3937107.
return ClampFloatGeometry((x - translation_.x()) * (1.f / scale_.x()));
}
float InverseMapY(float y) const {
// |* (1.f / scale)| instead of '/ scale' to keep the same precision
// before crrev.com/c/3937107.
return ClampFloatGeometry((y - translation_.y()) * (1.f / scale_.y()));
}
// Scale is applied before translation, i.e.
// this->Transform(p) == scale_ * p + translation_
Vector2dF scale_{1.f, 1.f};
Vector2dF translation_;
};
inline AxisTransform2d PreScaleAxisTransform2d(const AxisTransform2d& t,
float scale) {
AxisTransform2d result(t);
result.PreScale(Vector2dF(scale, scale));
return result;
}
inline AxisTransform2d PostScaleAxisTransform2d(const AxisTransform2d& t,
float scale) {
AxisTransform2d result(t);
result.PostScale(Vector2dF(scale, scale));
return result;
}
inline AxisTransform2d PreTranslateAxisTransform2d(
const AxisTransform2d& t,
const Vector2dF& translation) {
AxisTransform2d result(t);
result.PreTranslate(translation);
return result;
}
inline AxisTransform2d PostTranslateAxisTransform2d(
const AxisTransform2d& t,
const Vector2dF& translation) {
AxisTransform2d result(t);
result.PostTranslate(translation);
return result;
}
inline AxisTransform2d ConcatAxisTransform2d(const AxisTransform2d& post,
const AxisTransform2d& pre) {
AxisTransform2d result(post);
result.PreConcat(pre);
return result;
}
inline AxisTransform2d InvertAxisTransform2d(const AxisTransform2d& t) {
AxisTransform2d result = t;
result.Invert();
return result;
}
// This is declared here for use in gtest-based unit tests but is defined in
// the //ui/gfx:test_support target. Depend on that to use this in your unit
// test. This should not be used in production code - call ToString() instead.
void PrintTo(const AxisTransform2d&, ::std::ostream* os);
} // namespace gfx
#endif // UI_GFX_GEOMETRY_AXIS_TRANSFORM2D_H_