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- /*
- * This source file is part of libRocket, the HTML/CSS Interface Middleware
- *
- * For the latest information, see http://www.librocket.com
- *
- * Copyright (c) 2014 Markus Schöngart
- *
- * 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 "precompiled.h"
- #include "../../Include/Rocket/Core/TransformPrimitive.h"
- #include <iostream>
- namespace Rocket {
- namespace Core {
- namespace Transforms {
- NumericValue::NumericValue() throw()
- : number(), unit(Property::UNKNOWN)
- {
- }
- NumericValue::NumericValue(float number, Property::Unit unit) throw()
- : number(number), unit(unit)
- {
- }
- float NumericValue::Resolve(Element& e, float base) const throw()
- {
- Property prop;
- prop.value = Variant(number);
- prop.unit = unit;
- return e.ResolveProperty(&prop, base);
- }
- float NumericValue::ResolveWidth(Element& e) const throw()
- {
- return Resolve(e, e.GetBox().GetSize().x);
- }
- float NumericValue::ResolveHeight(Element& e) const throw()
- {
- return Resolve(e, e.GetBox().GetSize().y);
- }
- float NumericValue::ResolveDepth(Element& e) const throw()
- {
- Vector2f size = e.GetBox().GetSize();
- return Resolve(e, Math::Max(size.x, size.y));
- }
- bool Matrix2D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::FromRows(
- Vector4f(values[0], values[1], 0, values[2]),
- Vector4f(values[3], values[4], 0, values[5]),
- Vector4f( 0, 0, 1, 0),
- Vector4f( 0, 0, 0, 1)
- );
- return true;
- }
- bool Matrix3D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::FromRows(
- Vector4f(values[ 0], values[ 1], values[ 2], values[ 3]),
- Vector4f(values[ 4], values[ 5], values[ 6], values[ 7]),
- Vector4f(values[ 8], values[ 9], values[10], values[11]),
- Vector4f(values[12], values[13], values[14], values[15])
- );
- return true;
- }
- bool TranslateX::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::TranslateX(values[0].ResolveWidth(e));
- return true;
- }
- bool TranslateY::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::TranslateY(values[0].ResolveHeight(e));
- return true;
- }
- bool TranslateZ::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::TranslateZ(values[0].ResolveDepth(e));
- return true;
- }
- bool Translate2D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::Translate(
- values[0].ResolveWidth(e),
- values[1].ResolveHeight(e),
- 0
- );
- return true;
- }
- bool Translate3D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::Translate(
- values[0].ResolveWidth(e),
- values[1].ResolveHeight(e),
- values[2].ResolveDepth(e)
- );
- return true;
- }
- bool ScaleX::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::ScaleX(values[0]);
- return true;
- }
- bool ScaleY::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::ScaleY(values[0]);
- return true;
- }
- bool ScaleZ::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::ScaleZ(values[0]);
- return true;
- }
- bool Scale2D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::Scale(values[0], values[1], 1);
- return true;
- }
- bool Scale3D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::Scale(values[0], values[1], values[2]);
- return true;
- }
- bool RotateX::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::RotateX(values[0]);
- return true;
- }
- bool RotateY::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::RotateY(values[0]);
- return true;
- }
- bool RotateZ::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::RotateZ(values[0]);
- return true;
- }
- bool Rotate2D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::RotateZ(values[0]);
- return true;
- }
- bool Rotate3D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::Rotate(Vector3f(values[0], values[1], values[2]), values[3]);
- return true;
- }
- bool SkewX::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::SkewX(values[0]);
- return true;
- }
- bool SkewY::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::SkewY(values[0]);
- return true;
- }
- bool Skew2D::ResolveTransform(Matrix4f& m, Element& e) const throw()
- {
- m = Matrix4f::Skew(values[0], values[1]);
- return true;
- }
- bool Perspective::ResolvePerspective(float& p, Element& e) const throw()
- {
- p = values[0].ResolveDepth(e);
- return true;
- }
- }
- }
- }
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