270 lines
9.0 KiB
C++
270 lines
9.0 KiB
C++
/**
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* Copyright (c) 2015-present, Facebook, Inc.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#pragma once
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#include <cmath>
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#include <fabric/graphics/Color.h>
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#include <fabric/graphics/Geometry.h>
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#include <folly/Optional.h>
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namespace facebook {
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namespace react {
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struct Transform {
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std::array<Float, 16> matrix {{
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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}};
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static Transform Identity() {
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return {};
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}
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static Transform Perspective(const Float &perspective) {
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auto transform = Transform {};
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transform.matrix[11] = -1.0 / perspective;
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return transform;
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}
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static Transform Scale(const Float &factorX, const Float &factorY, const Float &factorZ) {
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auto transform = Transform {};
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transform.matrix[0] = factorX;
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transform.matrix[5] = factorY;
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transform.matrix[10] = factorZ;
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return transform;
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}
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static Transform Translate(const Float &x, const Float &y, const Float &z) {
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auto transform = Transform {};
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transform.matrix[12] = x;
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transform.matrix[13] = y;
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transform.matrix[14] = z;
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return transform;
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}
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static Transform Skew(const Float &x, const Float &y) {
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auto transform = Transform {};
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transform.matrix[4] = std::tan(x);
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transform.matrix[1] = std::tan(y);
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return transform;
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}
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static Transform RotateX(const Float &radians) {
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auto transform = Transform {};
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transform.matrix[5] = std::cos(radians);
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transform.matrix[6] = std::sin(radians);
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transform.matrix[9] = -std::sin(radians);
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transform.matrix[10] = std::cos(radians);
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return transform;
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}
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static Transform RotateY(const Float &radians) {
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auto transform = Transform {};
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transform.matrix[0] = std::cos(radians);
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transform.matrix[2] = -std::sin(radians);
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transform.matrix[8] = std::sin(radians);
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transform.matrix[10] = std::cos(radians);
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return transform;
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}
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static Transform RotateZ(const Float &radians) {
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auto transform = Transform {};
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transform.matrix[0] = std::cos(radians);
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transform.matrix[1] = std::sin(radians);
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transform.matrix[4] = -std::sin(radians);
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transform.matrix[5] = std::cos(radians);
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return transform;
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}
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static Transform Rotate(const Float &x, const Float &y, const Float &z) {
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auto transform = Transform {};
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if (x != 0) { transform = transform * Transform::RotateX(x); }
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if (y != 0) { transform = transform * Transform::RotateY(y); }
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if (z != 0) { transform = transform * Transform::RotateZ(z); }
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return transform;
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}
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bool operator ==(const Transform& rhs) const {
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for (auto i = 0; i < 16; i++) {
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if (matrix[i] != rhs.matrix[i]) {
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return false;
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}
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}
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return true;
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}
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bool operator !=(const Transform& rhs) const {
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return !(*this == rhs);
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}
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Transform operator *(const Transform& rhs) const {
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if (*this == Transform::Identity()) {
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return rhs;
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}
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const auto &lhs = *this;
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auto result = Transform {};
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auto lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2], lhs03 = lhs.matrix[3],
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lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5], lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7],
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lhs20 = lhs.matrix[8], lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11],
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lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14], lhs33 = lhs.matrix[15];
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auto rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2], rhs3 = rhs.matrix[3];
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result.matrix[0] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[1] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[2] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[3] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[4]; rhs1 = rhs.matrix[5]; rhs2 = rhs.matrix[6]; rhs3 = rhs.matrix[7];
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result.matrix[4] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[5] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[6] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[7] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[8]; rhs1 = rhs.matrix[9]; rhs2 = rhs.matrix[10]; rhs3 = rhs.matrix[11];
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result.matrix[8] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[9] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[10] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[11] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[12]; rhs1 = rhs.matrix[13]; rhs2 = rhs.matrix[14]; rhs3 = rhs.matrix[15];
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result.matrix[12] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[13] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[14] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[15] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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return result;
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}
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};
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enum class PointerEventsMode {
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Auto,
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None,
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BoxNone,
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BoxOnly
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};
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enum class BorderStyle {
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Solid,
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Dotted,
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Dashed
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};
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template <typename T>
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struct CascadedRectangleEdges {
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using Counterpart = RectangleEdges<T>;
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using OptionalT = folly::Optional<T>;
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OptionalT left {};
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OptionalT top {};
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OptionalT right {};
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OptionalT bottom {};
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OptionalT start {};
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OptionalT end {};
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OptionalT horizontal {};
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OptionalT vertical {};
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OptionalT all {};
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Counterpart resolve(bool isRTL, T defaults) const {
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const auto leading = isRTL ? end : start;
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const auto trailing = isRTL ? start : end;
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const auto horizontalOrAllOrDefault = horizontal.value_or(all.value_or(defaults));
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const auto verticalOrAllOrDefault = vertical.value_or(all.value_or(defaults));
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return Counterpart {
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.left = left.value_or(leading.value_or(horizontalOrAllOrDefault)),
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.right = right.value_or(trailing.value_or(horizontalOrAllOrDefault)),
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.top = top.value_or(verticalOrAllOrDefault),
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.bottom = bottom.value_or(verticalOrAllOrDefault)
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};
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}
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bool operator==(const CascadedRectangleEdges<T> &rhs) const {
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return
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std::tie(this->left, this->top, this->right, this->bottom, this->start, this->end, this->horizontal, this->vertical, this->all) ==
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std::tie(rhs.left, rhs.top, rhs.right, rhs.bottom, rhs.start, rhs.end, rhs.horizontal, rhs.vertical, rhs.all);
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}
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bool operator!=(const CascadedRectangleEdges<T> &rhs) const {
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return !(*this == rhs);
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}
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};
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template <typename T>
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struct CascadedRectangleCorners {
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using Counterpart = RectangleCorners<T>;
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using OptionalT = folly::Optional<T>;
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OptionalT topLeft {};
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OptionalT topRight {};
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OptionalT bottomLeft {};
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OptionalT bottomRight {};
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OptionalT topStart {};
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OptionalT topEnd {};
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OptionalT bottomStart {};
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OptionalT bottomEnd {};
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OptionalT all {};
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Counterpart resolve(bool isRTL, T defaults) const {
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const auto topLeading = isRTL ? topEnd : topStart;
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const auto topTrailing = isRTL ? topStart : topEnd;
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const auto bottomLeading = isRTL ? bottomEnd : bottomStart;
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const auto bottomTrailing = isRTL ? bottomStart : bottomEnd;
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return Counterpart {
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.topLeft = topLeft.value_or(topLeading.value_or(all.value_or(defaults))),
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.topRight = topRight.value_or(topTrailing.value_or(all.value_or(defaults))),
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.bottomLeft = bottomLeft.value_or(topLeading.value_or(all.value_or(defaults))),
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.bottomRight = bottomRight.value_or(topTrailing.value_or(all.value_or(defaults)))
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};
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}
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bool operator==(const CascadedRectangleCorners<T> &rhs) const {
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return
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std::tie(this->topLeft, this->topRight, this->bottomLeft, this->bottomRight, this->topStart, this->topEnd, this->bottomStart, this->bottomEnd, this->all) ==
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std::tie(rhs.topLeft, rhs.topRight, rhs.bottomLeft, rhs.bottomRight, rhs.topStart, rhs.topEnd, rhs.bottomStart, rhs.bottomEnd, rhs.all);
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}
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bool operator!=(const CascadedRectangleCorners<T> &rhs) const {
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return !(*this == rhs);
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}
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};
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using BorderWidths = RectangleEdges<Float>;
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using BorderStyles = RectangleEdges<BorderStyle>;
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using BorderColors = RectangleEdges<SharedColor>;
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using BorderRadii = RectangleCorners<Float>;
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using CascadedBorderWidths = CascadedRectangleEdges<Float>;
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using CascadedBorderStyles = CascadedRectangleEdges<BorderStyle>;
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using CascadedBorderColors = CascadedRectangleEdges<SharedColor>;
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using CascadedBorderRadii = CascadedRectangleCorners<Float>;
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struct BorderMetrics {
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BorderColors borderColors {};
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BorderWidths borderWidths {};
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BorderRadii borderRadii {};
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BorderStyles borderStyles {};
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bool operator==(const BorderMetrics &rhs) const {
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return
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std::tie(this->borderColors, this->borderWidths, this->borderRadii, this->borderStyles) ==
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std::tie(rhs.borderColors, rhs.borderWidths, rhs.borderRadii, rhs.borderStyles);
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}
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bool operator!=(const BorderMetrics &rhs) const {
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return !(*this == rhs);
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}
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};
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} // namespace react
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} // namespace facebook
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