// Copyright (c) 2011 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 UI_GFX_TRANSFORM_H_ #define UI_GFX_TRANSFORM_H_ #pragma once #include "third_party/skia/include/utils/SkMatrix44.h" #include "ui/base/ui_export.h" namespace gfx { class Rect; class Point; class Point3f; } namespace ui { // 4x4 transformation matrix. Transform is cheap and explicitly allows // copy/assign. class UI_EXPORT Transform { public: Transform(); ~Transform(); bool operator==(const Transform& rhs) const; bool operator!=(const Transform& rhs) const; // NOTE: The 'Set' functions overwrite the previously set transformation // parameters. The 'Concat' functions apply a transformation (e.g. rotation, // scale, translate) on top of the existing transforms, instead of overwriting // them. // NOTE: The order of the 'Set' function calls do not matter. However, the // order of the 'Concat' function calls do matter, especially when combined // with the 'Set' functions. // Sets the rotation of the transformation. void SetRotate(float degree); // Sets the scaling parameters. void SetScaleX(float x); void SetScaleY(float y); void SetScale(float x, float y); // Sets the translation parameters. void SetTranslateX(float x); void SetTranslateY(float y); void SetTranslate(float x, float y); // Applies rotation on the current transformation. void ConcatRotate(float degree); // Applies scaling on current transform. void ConcatScale(float x, float y); // Applies translation on current transform. void ConcatTranslate(float x, float y); // Applies a transformation on the current transformation // (i.e. 'this = this * transform;'). void PreconcatTransform(const Transform& transform); // Applies a transformation on the current transformation // (i.e. 'this = transform * this;'). void ConcatTransform(const Transform& transform); // Does the transformation change anything? bool HasChange() const; // Inverts the transform which is passed in. Returns true if successful. bool GetInverse(Transform* transform) const; // Applies the transformation on the point. Returns true if the point is // transformed successfully. void TransformPoint(gfx::Point3f& point) const; // Applies the transformation on the point. Returns true if the point is // transformed successfully. Rounds the result to the nearest point. void TransformPoint(gfx::Point& point) const; // Applies the reverse transformation on the point. Returns true if the // transformation can be inverted. bool TransformPointReverse(gfx::Point3f& point) const; // Applies the reverse transformation on the point. Returns true if the // transformation can be inverted. Rounds the result to the nearest point. bool TransformPointReverse(gfx::Point& point) const; // Applies transformation on the rectangle. Returns true if the transformed // rectangle was axis aligned. If it returns false, rect will be the // smallest axis aligned bounding box containg the transformed rect. void TransformRect(gfx::Rect* rect) const; // Applies the reverse transformation on the rectangle. Returns true if // the transformed rectangle was axis aligned. If it returns false, // rect will be the smallest axis aligned bounding box containg the // transformed rect. bool TransformRectReverse(gfx::Rect* rect) const; // Returns the underlying matrix. const SkMatrix44& matrix() const { return matrix_; } SkMatrix44& matrix() { return matrix_; } private: void TransformPointInternal(const SkMatrix44& xform, gfx::Point& point) const; void TransformPointInternal(const SkMatrix44& xform, gfx::Point3f& point) const; SkMatrix44 matrix_; // copy/assign are allowed. }; }// namespace ui #endif // UI_GFX_TRANSFORM_H_