'use strict';

var units = require('../../value/types/numbers/units.js');

function pixelsToPercent(pixels, axis) {
    if (axis.max === axis.min)
        return 0;
    return (pixels / (axis.max - axis.min)) * 100;
}
/**
 * We always correct borderRadius as a percentage rather than pixels to reduce paints.
 * For example, if you are projecting a box that is 100px wide with a 10px borderRadius
 * into a box that is 200px wide with a 20px borderRadius, that is actually a 10%
 * borderRadius in both states. If we animate between the two in pixels that will trigger
 * a paint each time. If we animate between the two in percentage we'll avoid a paint.
 */
const correctBorderRadius = {
    correct: (latest, node) => {
        if (!node.target)
            return latest;
        /**
         * If latest is a string, if it's a percentage we can return immediately as it's
         * going to be stretched appropriately. Otherwise, if it's a pixel, convert it to a number.
         */
        if (typeof latest === "string") {
            if (units.px.test(latest)) {
                latest = parseFloat(latest);
            }
            else {
                return latest;
            }
        }
        /**
         * If latest is a number, it's a pixel value. We use the current viewportBox to calculate that
         * pixel value as a percentage of each axis
         */
        const x = pixelsToPercent(latest, node.target.x);
        const y = pixelsToPercent(latest, node.target.y);
        return `${x}% ${y}%`;
    },
};

exports.correctBorderRadius = correctBorderRadius;
exports.pixelsToPercent = pixelsToPercent;
