Valentin Shergin 8f51243957 Fabric: Enabling clang-format for the rest of Fabric
Summary: This is the second and the final part of adopting clang-format.

Reviewed By: mdvacca

Differential Revision: D10229624

fbshipit-source-id: d97670b716800ea2488b84bd0aacaf54d8bd2e31
2018-10-09 16:31:48 -07:00

338 lines
9.9 KiB
C++

/**
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <fabric/graphics/Color.h>
#include <fabric/graphics/Geometry.h>
#include <folly/Optional.h>
#include <array>
#include <cmath>
namespace facebook {
namespace react {
struct Transform {
std::array<Float, 16> matrix{
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}};
static Transform Identity() {
return {};
}
static Transform Perspective(const Float &perspective) {
auto transform = Transform{};
transform.matrix[11] = -1.0 / perspective;
return transform;
}
static Transform
Scale(const Float &factorX, const Float &factorY, const Float &factorZ) {
auto transform = Transform{};
transform.matrix[0] = factorX;
transform.matrix[5] = factorY;
transform.matrix[10] = factorZ;
return transform;
}
static Transform Translate(const Float &x, const Float &y, const Float &z) {
auto transform = Transform{};
transform.matrix[12] = x;
transform.matrix[13] = y;
transform.matrix[14] = z;
return transform;
}
static Transform Skew(const Float &x, const Float &y) {
auto transform = Transform{};
transform.matrix[4] = std::tan(x);
transform.matrix[1] = std::tan(y);
return transform;
}
static Transform RotateX(const Float &radians) {
auto transform = Transform{};
transform.matrix[5] = std::cos(radians);
transform.matrix[6] = std::sin(radians);
transform.matrix[9] = -std::sin(radians);
transform.matrix[10] = std::cos(radians);
return transform;
}
static Transform RotateY(const Float &radians) {
auto transform = Transform{};
transform.matrix[0] = std::cos(radians);
transform.matrix[2] = -std::sin(radians);
transform.matrix[8] = std::sin(radians);
transform.matrix[10] = std::cos(radians);
return transform;
}
static Transform RotateZ(const Float &radians) {
auto transform = Transform{};
transform.matrix[0] = std::cos(radians);
transform.matrix[1] = std::sin(radians);
transform.matrix[4] = -std::sin(radians);
transform.matrix[5] = std::cos(radians);
return transform;
}
static Transform Rotate(const Float &x, const Float &y, const Float &z) {
auto transform = Transform{};
if (x != 0) {
transform = transform * Transform::RotateX(x);
}
if (y != 0) {
transform = transform * Transform::RotateY(y);
}
if (z != 0) {
transform = transform * Transform::RotateZ(z);
}
return transform;
}
bool operator==(const Transform &rhs) const {
for (auto i = 0; i < 16; i++) {
if (matrix[i] != rhs.matrix[i]) {
return false;
}
}
return true;
}
bool operator!=(const Transform &rhs) const {
return !(*this == rhs);
}
Transform operator*(const Transform &rhs) const {
if (*this == Transform::Identity()) {
return rhs;
}
const auto &lhs = *this;
auto result = Transform{};
auto lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2],
lhs03 = lhs.matrix[3], lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5],
lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7], lhs20 = lhs.matrix[8],
lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11],
lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14],
lhs33 = lhs.matrix[15];
auto rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2],
rhs3 = rhs.matrix[3];
result.matrix[0] =
rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[1] =
rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[2] =
rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[3] =
rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
rhs0 = rhs.matrix[4];
rhs1 = rhs.matrix[5];
rhs2 = rhs.matrix[6];
rhs3 = rhs.matrix[7];
result.matrix[4] =
rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[5] =
rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[6] =
rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[7] =
rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
rhs0 = rhs.matrix[8];
rhs1 = rhs.matrix[9];
rhs2 = rhs.matrix[10];
rhs3 = rhs.matrix[11];
result.matrix[8] =
rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[9] =
rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[10] =
rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[11] =
rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
rhs0 = rhs.matrix[12];
rhs1 = rhs.matrix[13];
rhs2 = rhs.matrix[14];
rhs3 = rhs.matrix[15];
result.matrix[12] =
rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[13] =
rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[14] =
rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[15] =
rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
return result;
}
};
enum class PointerEventsMode { Auto, None, BoxNone, BoxOnly };
enum class BorderStyle { Solid, Dotted, Dashed };
template <typename T>
struct CascadedRectangleEdges {
using Counterpart = RectangleEdges<T>;
using OptionalT = folly::Optional<T>;
OptionalT left{};
OptionalT top{};
OptionalT right{};
OptionalT bottom{};
OptionalT start{};
OptionalT end{};
OptionalT horizontal{};
OptionalT vertical{};
OptionalT all{};
Counterpart resolve(bool isRTL, T defaults) const {
const auto leading = isRTL ? end : start;
const auto trailing = isRTL ? start : end;
const auto horizontalOrAllOrDefault =
horizontal.value_or(all.value_or(defaults));
const auto verticalOrAllOrDefault =
vertical.value_or(all.value_or(defaults));
return Counterpart{
.left = left.value_or(leading.value_or(horizontalOrAllOrDefault)),
.right = right.value_or(trailing.value_or(horizontalOrAllOrDefault)),
.top = top.value_or(verticalOrAllOrDefault),
.bottom = bottom.value_or(verticalOrAllOrDefault)};
}
bool operator==(const CascadedRectangleEdges<T> &rhs) const {
return std::tie(
this->left,
this->top,
this->right,
this->bottom,
this->start,
this->end,
this->horizontal,
this->vertical,
this->all) ==
std::tie(
rhs.left,
rhs.top,
rhs.right,
rhs.bottom,
rhs.start,
rhs.end,
rhs.horizontal,
rhs.vertical,
rhs.all);
}
bool operator!=(const CascadedRectangleEdges<T> &rhs) const {
return !(*this == rhs);
}
};
template <typename T>
struct CascadedRectangleCorners {
using Counterpart = RectangleCorners<T>;
using OptionalT = folly::Optional<T>;
OptionalT topLeft{};
OptionalT topRight{};
OptionalT bottomLeft{};
OptionalT bottomRight{};
OptionalT topStart{};
OptionalT topEnd{};
OptionalT bottomStart{};
OptionalT bottomEnd{};
OptionalT all{};
Counterpart resolve(bool isRTL, T defaults) const {
const auto topLeading = isRTL ? topEnd : topStart;
const auto topTrailing = isRTL ? topStart : topEnd;
const auto bottomLeading = isRTL ? bottomEnd : bottomStart;
const auto bottomTrailing = isRTL ? bottomStart : bottomEnd;
return Counterpart{
.topLeft =
topLeft.value_or(topLeading.value_or(all.value_or(defaults))),
.topRight =
topRight.value_or(topTrailing.value_or(all.value_or(defaults))),
.bottomLeft =
bottomLeft.value_or(topLeading.value_or(all.value_or(defaults))),
.bottomRight =
bottomRight.value_or(topTrailing.value_or(all.value_or(defaults)))};
}
bool operator==(const CascadedRectangleCorners<T> &rhs) const {
return std::tie(
this->topLeft,
this->topRight,
this->bottomLeft,
this->bottomRight,
this->topStart,
this->topEnd,
this->bottomStart,
this->bottomEnd,
this->all) ==
std::tie(
rhs.topLeft,
rhs.topRight,
rhs.bottomLeft,
rhs.bottomRight,
rhs.topStart,
rhs.topEnd,
rhs.bottomStart,
rhs.bottomEnd,
rhs.all);
}
bool operator!=(const CascadedRectangleCorners<T> &rhs) const {
return !(*this == rhs);
}
};
using BorderWidths = RectangleEdges<Float>;
using BorderStyles = RectangleEdges<BorderStyle>;
using BorderColors = RectangleEdges<SharedColor>;
using BorderRadii = RectangleCorners<Float>;
using CascadedBorderWidths = CascadedRectangleEdges<Float>;
using CascadedBorderStyles = CascadedRectangleEdges<BorderStyle>;
using CascadedBorderColors = CascadedRectangleEdges<SharedColor>;
using CascadedBorderRadii = CascadedRectangleCorners<Float>;
struct BorderMetrics {
BorderColors borderColors{};
BorderWidths borderWidths{};
BorderRadii borderRadii{};
BorderStyles borderStyles{};
bool operator==(const BorderMetrics &rhs) const {
return std::tie(
this->borderColors,
this->borderWidths,
this->borderRadii,
this->borderStyles) ==
std::tie(
rhs.borderColors,
rhs.borderWidths,
rhs.borderRadii,
rhs.borderStyles);
}
bool operator!=(const BorderMetrics &rhs) const {
return !(*this == rhs);
}
};
} // namespace react
} // namespace facebook