#ifndef TransformState_h
#define TransformState_h
#include "AffineTransform.h"
#include "FloatPoint.h"
#include "FloatQuad.h"
#include "IntSize.h"
#include "LayoutTypes.h"
#include "TransformationMatrix.h"
#include <wtf/OwnPtr.h>
namespace WebCore {
class TransformState {
public:
enum TransformDirection { ApplyTransformDirection, UnapplyInverseTransformDirection };
enum TransformAccumulation { FlattenTransform, AccumulateTransform };
TransformState(TransformDirection mappingDirection, const FloatPoint& p, const FloatQuad& quad)
: m_lastPlanarPoint(p)
, m_lastPlanarQuad(quad)
, m_accumulatingTransform(false)
, m_mapPoint(true)
, m_mapQuad(true)
, m_direction(mappingDirection)
{
}
TransformState(TransformDirection mappingDirection, const FloatPoint& p)
: m_lastPlanarPoint(p)
, m_accumulatingTransform(false)
, m_mapPoint(true)
, m_mapQuad(false)
, m_direction(mappingDirection)
{
}
TransformState(TransformDirection mappingDirection, const FloatQuad& quad)
: m_lastPlanarQuad(quad)
, m_accumulatingTransform(false)
, m_mapPoint(false)
, m_mapQuad(true)
, m_direction(mappingDirection)
{
}
TransformState(const TransformState& other) { *this = other; }
TransformState& operator=(const TransformState&);
void setQuad(const FloatQuad& quad) { m_lastPlanarQuad = quad; }
void move(const LayoutSize& s, TransformAccumulation accumulate = FlattenTransform)
{
move(s.width(), s.height(), accumulate);
}
void move(LayoutUnit x, LayoutUnit y, TransformAccumulation = FlattenTransform);
void applyTransform(const AffineTransform& transformFromContainer, TransformAccumulation = FlattenTransform);
void applyTransform(const TransformationMatrix& transformFromContainer, TransformAccumulation = FlattenTransform);
void flatten();
FloatPoint lastPlanarPoint() const { return m_lastPlanarPoint; }
FloatQuad lastPlanarQuad() const { return m_lastPlanarQuad; }
FloatPoint mappedPoint() const;
FloatQuad mappedQuad() const;
private:
void flattenWithTransform(const TransformationMatrix&);
FloatPoint m_lastPlanarPoint;
FloatQuad m_lastPlanarQuad;
OwnPtr<TransformationMatrix> m_accumulatedTransform;
bool m_accumulatingTransform;
bool m_mapPoint, m_mapQuad;
TransformDirection m_direction;
};
}
#endif // TransformState_h