gecko-dev/gfx/2d/Matrix.cpp

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2.7 KiB
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "Matrix.h"
#include <math.h>
namespace mozilla {
namespace gfx {
Matrix
Matrix::Rotation(Float aAngle)
{
Matrix newMatrix;
Float s = sin(aAngle);
Float c = cos(aAngle);
newMatrix._11 = c;
newMatrix._12 = s;
newMatrix._21 = -s;
newMatrix._22 = c;
return newMatrix;
}
Rect
Matrix::TransformBounds(const Rect &aRect) const
{
int i;
Point quad[4];
Float min_x, max_x;
Float min_y, max_y;
quad[0] = *this * aRect.TopLeft();
quad[1] = *this * aRect.TopRight();
quad[2] = *this * aRect.BottomLeft();
quad[3] = *this * aRect.BottomRight();
min_x = max_x = quad[0].x;
min_y = max_y = quad[0].y;
for (i = 1; i < 4; i++) {
if (quad[i].x < min_x)
min_x = quad[i].x;
if (quad[i].x > max_x)
max_x = quad[i].x;
if (quad[i].y < min_y)
min_y = quad[i].y;
if (quad[i].y > max_y)
max_y = quad[i].y;
}
return Rect(min_x, min_y, max_x - min_x, max_y - min_y);
}
}
}