text: /*
   * This source file is part of RmlUi, the HTML/CSS Interface Middleware
   *
   * For the latest information, see http://github.com/mikke89/RmlUi
   *
   * Copyright (c) 2014 Markus Schöngart
   * Copyright (c) 2019 The RmlUi Team, and contributors
   *
   * 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 "../../Include/RmlUi/Core/TransformPrimitive.h"
  #include "../../Include/RmlUi/Core/Element.h"
  #include "../../Include/RmlUi/Core/TypeConverter.h"
  
  namespace Rml {
  namespace Transforms {
  
  
  /// Returns the numeric value converted to 'base_unit'. Only accepts base units of 'Number' or 'Rad':
  ///   'Number' will pass-through the provided value.
  ///   'Rad' will convert {Rad, Deg, %} -> Rad.
  static float ResolvePrimitiveAbsoluteValue(NumericValue value, Property::Unit base_unit) noexcept
  {
  	RMLUI_ASSERT(base_unit == Property::RAD || base_unit == Property::NUMBER);
  
  	if (base_unit == Property::RAD)
  	{
  		switch (value.unit)
  		{
  		case Property::RAD:
  			return value.number;
  		case Property::DEG:
  			return Math::DegreesToRadians(value.number);
  		case Property::PERCENT:
  			return value.number * 0.01f * 2.0f * Math::RMLUI_PI;
  		default:
  			Log::Message(Log::LT_WARNING, "Trying to pass a non-angle unit to a property expecting an angle.");
  		}
  	}
  	else if (base_unit == Property::NUMBER && value.unit != Property::NUMBER)
  	{
  		Log::Message(Log::LT_WARNING, "A unit was passed to a property which expected a unit-less number.");
  	}
  
  	return value.number;
  }
  
  
  template<size_t N>
  inline ResolvedPrimitive<N>::ResolvedPrimitive(const float* values) noexcept
  {
  	for (size_t i = 0; i < N; ++i)
  		this->values[i] = values[i];
  }
  
  template<size_t N>
  inline ResolvedPrimitive<N>::ResolvedPrimitive(const NumericValue* values) noexcept
  {
  	for (size_t i = 0; i < N; ++i)
  		this->values[i] = values[i].number;
  }
  
  template<size_t N>
  inline ResolvedPrimitive<N>::ResolvedPrimitive(const NumericValue* values, Array<Property::Unit, N> base_units) noexcept
  {
  	for (size_t i = 0; i < N; ++i)
  		this->values[i] = ResolvePrimitiveAbsoluteValue(values[i], base_units[i]);
  }
  
  template<size_t N>
  inline ResolvedPrimitive<N>::ResolvedPrimitive(Array<NumericValue, N> values, Array<Property::Unit, N> base_units) noexcept
  {
  	for (size_t i = 0; i < N; ++i)
  		this->values[i] = ResolvePrimitiveAbsoluteValue(values[i], base_units[i]);
  }
  
  template<size_t N>
  inline ResolvedPrimitive<N>::ResolvedPrimitive(Array<float, N> values) noexcept : values(values) { }
  
  template<size_t N>
  inline UnresolvedPrimitive<N>::UnresolvedPrimitive(const NumericValue* values) noexcept
  {
  	for (size_t i = 0; i < N; ++i)
  		this->values[i] = values[i];
  }
  
  template<size_t N>
  inline UnresolvedPrimitive<N>::UnresolvedPrimitive(Array<NumericValue, N> values) noexcept : values(values) { }
  
  
  Matrix2D::Matrix2D(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  
  Matrix3D::Matrix3D(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  Matrix3D::Matrix3D(const Matrix4f& matrix) noexcept : ResolvedPrimitive(matrix.data()) { }
  
  TranslateX::TranslateX(const NumericValue* values) noexcept : UnresolvedPrimitive(values) { }
  TranslateX::TranslateX(float x, Property::Unit unit) noexcept : UnresolvedPrimitive({ NumericValue(x, unit) }) { }
  
  TranslateY::TranslateY(const NumericValue* values) noexcept : UnresolvedPrimitive(values) { }
  TranslateY::TranslateY(float y, Property::Unit unit) noexcept : UnresolvedPrimitive({ NumericValue(y, unit) }) { }
  
  TranslateZ::TranslateZ(const NumericValue* values) noexcept : UnresolvedPrimitive(values) { }
  TranslateZ::TranslateZ(float z, Property::Unit unit) noexcept : UnresolvedPrimitive({ NumericValue(z, unit) }) { }
  
  Translate2D::Translate2D(const NumericValue* values) noexcept : UnresolvedPrimitive(values) { }
  Translate2D::Translate2D(float x, float y, Property::Unit units) noexcept : UnresolvedPrimitive({ NumericValue(x, units), NumericValue(y, units) }) { }
  
  Translate3D::Translate3D(const NumericValue* values) noexcept : UnresolvedPrimitive(values) { }
  Translate3D::Translate3D(NumericValue x, NumericValue y, NumericValue z) noexcept : UnresolvedPrimitive({ x, y, z }) { }
  Translate3D::Translate3D(float x, float y, float z, Property::Unit units) noexcept 
  	: UnresolvedPrimitive({ NumericValue(x, units), NumericValue(y, units), NumericValue(z, units) }) { }
  
  ScaleX::ScaleX(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  ScaleX::ScaleX(float value) noexcept : ResolvedPrimitive({ value }) { }
  
  ScaleY::ScaleY(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  ScaleY::ScaleY(float value) noexcept : ResolvedPrimitive({ value }) { }
  
  ScaleZ::ScaleZ(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  ScaleZ::ScaleZ(float value) noexcept : ResolvedPrimitive({ value }) { }
  
  Scale2D::Scale2D(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  Scale2D::Scale2D(float xy) noexcept : ResolvedPrimitive({ xy, xy }) { }
  Scale2D::Scale2D(float x, float y) noexcept : ResolvedPrimitive({ x, y }) { }
  
  Scale3D::Scale3D(const NumericValue* values) noexcept : ResolvedPrimitive(values) { }
  Scale3D::Scale3D(float xyz) noexcept : ResolvedPrimitive({ xyz, xyz, xyz }) { }
  Scale3D::Scale3D(float x, float y, float z) noexcept : ResolvedPrimitive({ x, y, z }) { }
  
  RotateX::RotateX(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD }) { }
  RotateX::RotateX(float angle, Property::Unit unit) noexcept : ResolvedPrimitive({ NumericValue{ angle, unit } }, { Property::RAD }) { }
  
  RotateY::RotateY(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD }) {}
  RotateY::RotateY(float angle, Property::Unit unit) noexcept : ResolvedPrimitive({ NumericValue{ angle, unit } }, { Property::RAD }) { }
  
  RotateZ::RotateZ(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD }) { }
  RotateZ::RotateZ(float angle, Property::Unit unit) noexcept : ResolvedPrimitive({ NumericValue{ angle, unit } }, { Property::RAD }) { }
  
  Rotate2D::Rotate2D(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD }) { }
  Rotate2D::Rotate2D(float angle, Property::Unit unit) noexcept : ResolvedPrimitive({ NumericValue{ angle, unit } }, { Property::RAD }) { }
  
  Rotate3D::Rotate3D(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::NUMBER, Property::NUMBER, Property::NUMBER, Property::RAD }) { }
  Rotate3D::Rotate3D(float x, float y, float z, float angle, Property::Unit angle_unit) noexcept
  	: ResolvedPrimitive(
  		{ NumericValue{x, Property::NUMBER}, NumericValue{y, Property::NUMBER}, NumericValue{z, Property::NUMBER}, NumericValue{angle, angle_unit} },
  		{ Property::NUMBER, Property::NUMBER, Property::NUMBER, Property::RAD }
  	)
  { }
  
  SkewX::SkewX(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD }) { }
  SkewX::SkewX(float angle, Property::Unit unit) noexcept : ResolvedPrimitive({ NumericValue{ angle, unit } }, { Property::RAD }) { }
  
  SkewY::SkewY(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD }) { }
  SkewY::SkewY(float angle, Property::Unit unit) noexcept : ResolvedPrimitive({ NumericValue{ angle, unit } }, { Property::RAD }) { }
  
  Skew2D::Skew2D(const NumericValue* values) noexcept : ResolvedPrimitive(values, { Property::RAD, Property::RAD }) { }
  Skew2D::Skew2D(float x, float y, Property::Unit unit) noexcept 
  	: ResolvedPrimitive({ NumericValue{ x, unit }, { NumericValue{ y, unit }} }, { Property::RAD, Property::RAD }) { }
  
  Perspective::Perspective(const NumericValue* values) noexcept : UnresolvedPrimitive(values) { }
  
  
  }
  } // namespace Rml