Exemple #1
0
gfx3DMatrix
Layer::SnapTransform(const gfx3DMatrix& aTransform,
                     const gfxRect& aSnapRect,
                     gfxMatrix* aResidualTransform)
{
  if (aResidualTransform) {
    *aResidualTransform = gfxMatrix();
  }

  gfxMatrix matrix2D;
  gfx3DMatrix result;
  if (mManager->IsSnappingEffectiveTransforms() &&
      aTransform.Is2D(&matrix2D) &&
      matrix2D.HasNonIntegerTranslation() &&
      !matrix2D.IsSingular() &&
      !matrix2D.HasNonAxisAlignedTransform()) {
    gfxMatrix snappedMatrix;
    gfxPoint topLeft = matrix2D.Transform(aSnapRect.TopLeft());
    topLeft.Round();
    // first compute scale factors that scale aSnapRect to the snapped rect
    if (aSnapRect.IsEmpty()) {
      snappedMatrix.xx = matrix2D.xx;
      snappedMatrix.yy = matrix2D.yy;
    } else {
      gfxPoint bottomRight = matrix2D.Transform(aSnapRect.BottomRight());
      bottomRight.Round();
      snappedMatrix.xx = (bottomRight.x - topLeft.x)/aSnapRect.Width();
      snappedMatrix.yy = (bottomRight.y - topLeft.y)/aSnapRect.Height();
    }
    // compute translation factors that will move aSnapRect to the snapped rect
    // given those scale factors
    snappedMatrix.x0 = topLeft.x - aSnapRect.X()*snappedMatrix.xx;
    snappedMatrix.y0 = topLeft.y - aSnapRect.Y()*snappedMatrix.yy;
    result = gfx3DMatrix::From2D(snappedMatrix);
    if (aResidualTransform && !snappedMatrix.IsSingular()) {
      // set aResidualTransform so that aResidual * snappedMatrix == matrix2D.
      // (i.e., appying snappedMatrix after aResidualTransform gives the
      // ideal transform.
      gfxMatrix snappedMatrixInverse = snappedMatrix;
      snappedMatrixInverse.Invert();
      *aResidualTransform = matrix2D * snappedMatrixInverse;
    }
  } else {
    result = aTransform;
  }
  return result;
}
bool
gfxContext::UserToDevicePixelSnapped(gfxRect& rect, bool ignoreScale) const
{
    if (GetFlags() & FLAG_DISABLE_SNAPPING)
        return PR_FALSE;

    // if we're not at 1.0 scale, don't snap, unless we're
    // ignoring the scale.  If we're not -just- a scale,
    // never snap.
    const gfxFloat epsilon = 0.0000001;
#define WITHIN_E(a,b) (fabs((a)-(b)) < epsilon)
    cairo_matrix_t mat;
    cairo_get_matrix(mCairo, &mat);
    if (!ignoreScale &&
        (!WITHIN_E(mat.xx,1.0) || !WITHIN_E(mat.yy,1.0) ||
         !WITHIN_E(mat.xy,0.0) || !WITHIN_E(mat.yx,0.0)))
        return PR_FALSE;
#undef WITHIN_E

    gfxPoint p1 = UserToDevice(rect.TopLeft());
    gfxPoint p2 = UserToDevice(rect.TopRight());
    gfxPoint p3 = UserToDevice(rect.BottomRight());

    // Check that the rectangle is axis-aligned. For an axis-aligned rectangle,
    // two opposite corners define the entire rectangle. So check if
    // the axis-aligned rectangle with opposite corners p1 and p3
    // define an axis-aligned rectangle whose other corners are p2 and p4.
    // We actually only need to check one of p2 and p4, since an affine
    // transform maps parallelograms to parallelograms.
    if (p2 == gfxPoint(p1.x, p3.y) || p2 == gfxPoint(p3.x, p1.y)) {
        p1.Round();
        p3.Round();

        rect.MoveTo(gfxPoint(NS_MIN(p1.x, p3.x), NS_MIN(p1.y, p3.y)));
        rect.SizeTo(gfxSize(NS_MAX(p1.x, p3.x) - rect.X(),
                            NS_MAX(p1.y, p3.y) - rect.Y()));
        return PR_TRUE;
    }

    return PR_FALSE;
}
Exemple #3
0
gfx3DMatrix
Layer::SnapTransform(const gfx3DMatrix& aTransform,
                     const gfxRect& aSnapRect,
                     gfxMatrix* aResidualTransform)
{
  if (aResidualTransform) {
    *aResidualTransform = gfxMatrix();
  }

  gfxMatrix matrix2D;
  gfx3DMatrix result;
  if (!(mContentFlags & CONTENT_DISABLE_TRANSFORM_SNAPPING) &&
      mManager->IsSnappingEffectiveTransforms() &&
      aTransform.Is2D(&matrix2D) &&
      gfxSize(1.0, 1.0) <= aSnapRect.Size() &&
      matrix2D.PreservesAxisAlignedRectangles()) {
    gfxPoint transformedTopLeft = matrix2D.Transform(aSnapRect.TopLeft());
    transformedTopLeft.Round();
    gfxPoint transformedTopRight = matrix2D.Transform(aSnapRect.TopRight());
    transformedTopRight.Round();
    gfxPoint transformedBottomRight = matrix2D.Transform(aSnapRect.BottomRight());
    transformedBottomRight.Round();

    gfxMatrix snappedMatrix = gfxUtils::TransformRectToRect(aSnapRect,
      transformedTopLeft, transformedTopRight, transformedBottomRight);

    result = gfx3DMatrix::From2D(snappedMatrix);
    if (aResidualTransform && !snappedMatrix.IsSingular()) {
      // set aResidualTransform so that aResidual * snappedMatrix == matrix2D.
      // (i.e., appying snappedMatrix after aResidualTransform gives the
      // ideal transform.
      gfxMatrix snappedMatrixInverse = snappedMatrix;
      snappedMatrixInverse.Invert();
      *aResidualTransform = matrix2D * snappedMatrixInverse;
    }
  } else {
    result = aTransform;
  }
  return result;
}
bool
gfxContext::UserToDevicePixelSnapped(gfxRect& rect, bool ignoreScale) const
{
  if (mDT->GetUserData(&sDisablePixelSnapping))
      return false;

  // if we're not at 1.0 scale, don't snap, unless we're
  // ignoring the scale.  If we're not -just- a scale,
  // never snap.
  const gfxFloat epsilon = 0.0000001;
#define WITHIN_E(a,b) (fabs((a)-(b)) < epsilon)
  Matrix mat = mTransform;
  if (!ignoreScale &&
      (!WITHIN_E(mat._11,1.0) || !WITHIN_E(mat._22,1.0) ||
        !WITHIN_E(mat._12,0.0) || !WITHIN_E(mat._21,0.0)))
      return false;
#undef WITHIN_E

  gfxPoint p1 = UserToDevice(rect.TopLeft());
  gfxPoint p2 = UserToDevice(rect.TopRight());
  gfxPoint p3 = UserToDevice(rect.BottomRight());

  // Check that the rectangle is axis-aligned. For an axis-aligned rectangle,
  // two opposite corners define the entire rectangle. So check if
  // the axis-aligned rectangle with opposite corners p1 and p3
  // define an axis-aligned rectangle whose other corners are p2 and p4.
  // We actually only need to check one of p2 and p4, since an affine
  // transform maps parallelograms to parallelograms.
  if (p2 == gfxPoint(p1.x, p3.y) || p2 == gfxPoint(p3.x, p1.y)) {
      p1.Round();
      p3.Round();

      rect.MoveTo(gfxPoint(std::min(p1.x, p3.x), std::min(p1.y, p3.y)));
      rect.SizeTo(gfxSize(std::max(p1.x, p3.x) - rect.X(),
                          std::max(p1.y, p3.y) - rect.Y()));
      return true;
  }

  return false;
}
Exemple #5
0
Matrix4x4
Layer::SnapTransform(const Matrix4x4& aTransform,
                     const gfxRect& aSnapRect,
                     Matrix* aResidualTransform)
{
  if (aResidualTransform) {
    *aResidualTransform = Matrix();
  }

  Matrix matrix2D;
  Matrix4x4 result;
  if (mManager->IsSnappingEffectiveTransforms() &&
      aTransform.Is2D(&matrix2D) &&
      gfx::Size(1.0, 1.0) <= ToSize(aSnapRect.Size()) &&
      matrix2D.PreservesAxisAlignedRectangles()) {
    IntPoint transformedTopLeft = RoundedToInt(matrix2D * ToPoint(aSnapRect.TopLeft()));
    IntPoint transformedTopRight = RoundedToInt(matrix2D * ToPoint(aSnapRect.TopRight()));
    IntPoint transformedBottomRight = RoundedToInt(matrix2D * ToPoint(aSnapRect.BottomRight()));

    Matrix snappedMatrix = gfxUtils::TransformRectToRect(aSnapRect,
      transformedTopLeft, transformedTopRight, transformedBottomRight);

    result = Matrix4x4::From2D(snappedMatrix);
    if (aResidualTransform && !snappedMatrix.IsSingular()) {
      // set aResidualTransform so that aResidual * snappedMatrix == matrix2D.
      // (i.e., appying snappedMatrix after aResidualTransform gives the
      // ideal transform.
      Matrix snappedMatrixInverse = snappedMatrix;
      snappedMatrixInverse.Invert();
      *aResidualTransform = matrix2D * snappedMatrixInverse;
    }
  } else {
    result = aTransform;
  }
  return result;
}