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1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/output/overlay_candidate.h" | 5 #include "cc/output/overlay_candidate.h" |
6 | 6 |
7 #include <algorithm> | 7 #include <algorithm> |
8 #include "base/logging.h" | 8 #include "base/logging.h" |
| 9 #include "cc/base/math_util.h" |
9 #include "ui/gfx/geometry/rect_conversions.h" | 10 #include "ui/gfx/geometry/rect_conversions.h" |
| 11 #include "ui/gfx/geometry/vector3d_f.h" |
10 | 12 |
11 namespace cc { | 13 namespace cc { |
12 | 14 |
| 15 namespace { |
| 16 // Tolerance for considering axis vector elements to be zero. |
| 17 const SkMScalar kEpsilon = 1e-8f; |
| 18 |
| 19 enum Axis { NONE, AXIS_POS_X, AXIS_NEG_X, AXIS_POS_Y, AXIS_NEG_Y }; |
| 20 |
| 21 Axis VectorToAxis(const gfx::Vector3dF& vec) { |
| 22 if (std::abs(vec.z()) > kEpsilon) |
| 23 return NONE; |
| 24 const bool x_zero = (std::abs(vec.x()) <= kEpsilon); |
| 25 const bool y_zero = (std::abs(vec.y()) <= kEpsilon); |
| 26 if (x_zero && !y_zero) |
| 27 return (vec.y() > 0) ? AXIS_POS_Y : AXIS_NEG_Y; |
| 28 else if (y_zero && !x_zero) |
| 29 return (vec.x() > 0) ? AXIS_POS_X : AXIS_NEG_X; |
| 30 else |
| 31 return NONE; |
| 32 } |
| 33 |
| 34 } // namespace |
| 35 |
13 OverlayCandidate::OverlayCandidate() | 36 OverlayCandidate::OverlayCandidate() |
14 : transform(gfx::OVERLAY_TRANSFORM_NONE), | 37 : transform(gfx::OVERLAY_TRANSFORM_NONE), |
15 format(RGBA_8888), | 38 format(RGBA_8888), |
16 uv_rect(0.f, 0.f, 1.f, 1.f), | 39 uv_rect(0.f, 0.f, 1.f, 1.f), |
17 resource_id(0), | 40 resource_id(0), |
18 plane_z_order(0), | 41 plane_z_order(0), |
19 overlay_handled(false) {} | 42 overlay_handled(false) {} |
20 | 43 |
21 OverlayCandidate::~OverlayCandidate() {} | 44 OverlayCandidate::~OverlayCandidate() {} |
22 | 45 |
23 // static | 46 // static |
24 gfx::OverlayTransform OverlayCandidate::GetOverlayTransform( | 47 gfx::OverlayTransform OverlayCandidate::GetOverlayTransform( |
25 const gfx::Transform& quad_transform, | 48 const gfx::Transform& quad_transform, |
26 bool flipped) { | 49 bool y_flipped) { |
27 if (!quad_transform.IsPositiveScaleOrTranslation()) | 50 if (!quad_transform.Preserves2dAxisAlignment()) { |
28 return gfx::OVERLAY_TRANSFORM_INVALID; | 51 return gfx::OVERLAY_TRANSFORM_INVALID; |
| 52 } |
29 | 53 |
30 return flipped ? gfx::OVERLAY_TRANSFORM_FLIP_VERTICAL | 54 gfx::Vector3dF x_axis = MathUtil::GetXAxis(quad_transform); |
31 : gfx::OVERLAY_TRANSFORM_NONE; | 55 gfx::Vector3dF y_axis = MathUtil::GetYAxis(quad_transform); |
| 56 if (y_flipped) { |
| 57 y_axis.Scale(-1); |
| 58 } |
| 59 |
| 60 Axis x_to = VectorToAxis(x_axis); |
| 61 Axis y_to = VectorToAxis(y_axis); |
| 62 |
| 63 if (x_to == AXIS_POS_X && y_to == AXIS_POS_Y) |
| 64 return gfx::OVERLAY_TRANSFORM_NONE; |
| 65 else if (x_to == AXIS_NEG_X && y_to == AXIS_POS_Y) |
| 66 return gfx::OVERLAY_TRANSFORM_FLIP_HORIZONTAL; |
| 67 else if (x_to == AXIS_POS_X && y_to == AXIS_NEG_Y) |
| 68 return gfx::OVERLAY_TRANSFORM_FLIP_VERTICAL; |
| 69 else if (x_to == AXIS_NEG_Y && y_to == AXIS_POS_X) |
| 70 return gfx::OVERLAY_TRANSFORM_ROTATE_270; |
| 71 else if (x_to == AXIS_NEG_X && y_to == AXIS_NEG_Y) |
| 72 return gfx::OVERLAY_TRANSFORM_ROTATE_180; |
| 73 else if (x_to == AXIS_POS_Y && y_to == AXIS_NEG_X) |
| 74 return gfx::OVERLAY_TRANSFORM_ROTATE_90; |
| 75 else |
| 76 return gfx::OVERLAY_TRANSFORM_INVALID; |
32 } | 77 } |
33 | 78 |
34 // static | 79 // static |
35 gfx::OverlayTransform OverlayCandidate::ModifyTransform( | 80 gfx::OverlayTransform OverlayCandidate::ModifyTransform( |
36 gfx::OverlayTransform in, | 81 gfx::OverlayTransform in, |
37 gfx::OverlayTransform delta) { | 82 gfx::OverlayTransform delta) { |
38 // There are 8 different possible transforms. We can characterize these | 83 // There are 8 different possible transforms. We can characterize these |
39 // by looking at where the origin moves and the direction the horizontal goes. | 84 // by looking at where the origin moves and the direction the horizontal goes. |
40 // (TL=top-left, BR=bottom-right, H=horizontal, V=vertical). | 85 // (TL=top-left, BR=bottom-right, H=horizontal, V=vertical). |
41 // NONE: TL, H | 86 // NONE: TL, H |
(...skipping 82 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
124 break; | 169 break; |
125 default: | 170 default: |
126 return gfx::OVERLAY_TRANSFORM_INVALID; | 171 return gfx::OVERLAY_TRANSFORM_INVALID; |
127 } | 172 } |
128 } | 173 } |
129 | 174 |
130 // static | 175 // static |
131 gfx::RectF OverlayCandidate::GetOverlayRect( | 176 gfx::RectF OverlayCandidate::GetOverlayRect( |
132 const gfx::Transform& quad_transform, | 177 const gfx::Transform& quad_transform, |
133 const gfx::Rect& rect) { | 178 const gfx::Rect& rect) { |
134 DCHECK(quad_transform.IsPositiveScaleOrTranslation()); | 179 DCHECK(quad_transform.Preserves2dAxisAlignment()); |
135 | 180 |
136 gfx::RectF float_rect(rect); | 181 gfx::RectF float_rect(rect); |
137 quad_transform.TransformRect(&float_rect); | 182 quad_transform.TransformRect(&float_rect); |
138 return float_rect; | 183 return float_rect; |
139 } | 184 } |
140 | 185 |
141 } // namespace cc | 186 } // namespace cc |
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