// 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 #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 { 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, double progress) 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(double x, double y, double z); void AppendRotate(double x, double y, double z, double degrees); void AppendScale(double x, double y, double z); void AppendSkew(double x, double y); void AppendPerspective(double depth); void AppendMatrix(const gfx::Transform& matrix); void AppendIdentity(); bool IsIdentity() const; private: bool BlendInternal(const TransformOperations& from, double progress, gfx::Transform* result) const; std::vector operations_; bool ComputeDecomposedTransform() const; // For efficiency, we cache the decomposed transform. mutable scoped_ptr decomposed_transform_; mutable bool decomposed_transform_dirty_; DISALLOW_ASSIGN(TransformOperations); }; } // namespace cc #endif // CC_ANIMATION_TRANSFORM_OPERATIONS_H_