/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2014 Markus Schöngart
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "../../Include/RmlUi/Core/TransformPrimitive.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/TypeConverter.h"
namespace Rml {
namespace Transforms {
/// Returns the numeric value converted to 'base_unit'. Only accepts base units of 'Number' or 'Rad':
/// 'Number' will pass-through the provided value.
/// 'Rad' will convert {Rad, Deg, %} -> Rad.
static float ResolvePrimitiveAbsoluteValue(NumericValue value, Unit base_unit) noexcept
{
RMLUI_ASSERT(base_unit == Unit::RAD || base_unit == Unit::NUMBER);
if (base_unit == Unit::RAD)
{
switch (value.unit)
{
case Unit::RAD: return value.number;
case Unit::DEG: return Math::DegreesToRadians(value.number);
case Unit::PERCENT: return value.number * 0.01f * 2.0f * Math::RMLUI_PI;
default: Log::Message(Log::LT_WARNING, "Trying to pass a non-angle unit to a property expecting an angle.");
}
}
else if (base_unit == Unit::NUMBER && value.unit != Unit::NUMBER)
{
Log::Message(Log::LT_WARNING, "A unit was passed to a property which expected a unit-less number.");
}
return value.number;
}
template
inline ResolvedPrimitive::ResolvedPrimitive(const float* values) noexcept
{
for (size_t i = 0; i < N; ++i)
this->values[i] = values[i];
}
template
inline ResolvedPrimitive::ResolvedPrimitive(const NumericValue* values) noexcept
{
for (size_t i = 0; i < N; ++i)
this->values[i] = values[i].number;
}
template
inline ResolvedPrimitive::ResolvedPrimitive(const NumericValue* values, Array base_units) noexcept
{
for (size_t i = 0; i < N; ++i)
this->values[i] = ResolvePrimitiveAbsoluteValue(values[i], base_units[i]);
}
template
inline ResolvedPrimitive::ResolvedPrimitive(Array values, Array base_units) noexcept
{
for (size_t i = 0; i < N; ++i)
this->values[i] = ResolvePrimitiveAbsoluteValue(values[i], base_units[i]);
}
template
inline ResolvedPrimitive::ResolvedPrimitive(Array values) noexcept : values(values)
{}
template
inline UnresolvedPrimitive::UnresolvedPrimitive(const NumericValue* values) noexcept
{
for (size_t i = 0; i < N; ++i)
this->values[i] = values[i];
}
template
inline UnresolvedPrimitive::UnresolvedPrimitive(Array values) noexcept : values(values)
{}
Matrix2D::Matrix2D(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
Matrix3D::Matrix3D(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
Matrix3D::Matrix3D(const Matrix4f& matrix) noexcept : ResolvedPrimitive(matrix.data()) {}
TranslateX::TranslateX(const NumericValue* values) noexcept : UnresolvedPrimitive(values) {}
TranslateX::TranslateX(float x, Unit unit) noexcept : UnresolvedPrimitive({NumericValue(x, unit)}) {}
TranslateY::TranslateY(const NumericValue* values) noexcept : UnresolvedPrimitive(values) {}
TranslateY::TranslateY(float y, Unit unit) noexcept : UnresolvedPrimitive({NumericValue(y, unit)}) {}
TranslateZ::TranslateZ(const NumericValue* values) noexcept : UnresolvedPrimitive(values) {}
TranslateZ::TranslateZ(float z, Unit unit) noexcept : UnresolvedPrimitive({NumericValue(z, unit)}) {}
Translate2D::Translate2D(const NumericValue* values) noexcept : UnresolvedPrimitive(values) {}
Translate2D::Translate2D(float x, float y, Unit units) noexcept : UnresolvedPrimitive({NumericValue(x, units), NumericValue(y, units)}) {}
Translate3D::Translate3D(const NumericValue* values) noexcept : UnresolvedPrimitive(values) {}
Translate3D::Translate3D(NumericValue x, NumericValue y, NumericValue z) noexcept : UnresolvedPrimitive({x, y, z}) {}
Translate3D::Translate3D(float x, float y, float z, Unit units) noexcept :
UnresolvedPrimitive({NumericValue(x, units), NumericValue(y, units), NumericValue(z, units)})
{}
ScaleX::ScaleX(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
ScaleX::ScaleX(float value) noexcept : ResolvedPrimitive({value}) {}
ScaleY::ScaleY(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
ScaleY::ScaleY(float value) noexcept : ResolvedPrimitive({value}) {}
ScaleZ::ScaleZ(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
ScaleZ::ScaleZ(float value) noexcept : ResolvedPrimitive({value}) {}
Scale2D::Scale2D(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
Scale2D::Scale2D(float xy) noexcept : ResolvedPrimitive({xy, xy}) {}
Scale2D::Scale2D(float x, float y) noexcept : ResolvedPrimitive({x, y}) {}
Scale3D::Scale3D(const NumericValue* values) noexcept : ResolvedPrimitive(values) {}
Scale3D::Scale3D(float xyz) noexcept : ResolvedPrimitive({xyz, xyz, xyz}) {}
Scale3D::Scale3D(float x, float y, float z) noexcept : ResolvedPrimitive({x, y, z}) {}
RotateX::RotateX(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD}) {}
RotateX::RotateX(float angle, Unit unit) noexcept : ResolvedPrimitive({NumericValue{angle, unit}}, {Unit::RAD}) {}
RotateY::RotateY(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD}) {}
RotateY::RotateY(float angle, Unit unit) noexcept : ResolvedPrimitive({NumericValue{angle, unit}}, {Unit::RAD}) {}
RotateZ::RotateZ(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD}) {}
RotateZ::RotateZ(float angle, Unit unit) noexcept : ResolvedPrimitive({NumericValue{angle, unit}}, {Unit::RAD}) {}
Rotate2D::Rotate2D(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD}) {}
Rotate2D::Rotate2D(float angle, Unit unit) noexcept : ResolvedPrimitive({NumericValue{angle, unit}}, {Unit::RAD}) {}
Rotate3D::Rotate3D(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::NUMBER, Unit::NUMBER, Unit::NUMBER, Unit::RAD}) {}
Rotate3D::Rotate3D(float x, float y, float z, float angle, Unit angle_unit) noexcept :
ResolvedPrimitive(
{NumericValue{x, Unit::NUMBER}, NumericValue{y, Unit::NUMBER}, NumericValue{z, Unit::NUMBER}, NumericValue{angle, angle_unit}},
{Unit::NUMBER, Unit::NUMBER, Unit::NUMBER, Unit::RAD})
{}
SkewX::SkewX(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD}) {}
SkewX::SkewX(float angle, Unit unit) noexcept : ResolvedPrimitive({NumericValue{angle, unit}}, {Unit::RAD}) {}
SkewY::SkewY(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD}) {}
SkewY::SkewY(float angle, Unit unit) noexcept : ResolvedPrimitive({NumericValue{angle, unit}}, {Unit::RAD}) {}
Skew2D::Skew2D(const NumericValue* values) noexcept : ResolvedPrimitive(values, {Unit::RAD, Unit::RAD}) {}
Skew2D::Skew2D(float x, float y, Unit unit) noexcept : ResolvedPrimitive({NumericValue{x, unit}, {NumericValue{y, unit}}}, {Unit::RAD, Unit::RAD})
{}
Perspective::Perspective(const NumericValue* values) noexcept : UnresolvedPrimitive(values) {}
} // namespace Transforms
} // namespace Rml