/* * 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