зеркало из https://github.com/mozilla/gecko-dev.git
143 строки
4.4 KiB
C++
143 строки
4.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Oracle Corporation code.
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*
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* The Initial Developer of the Original Code is Oracle Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2005
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Stuart Parmenter <pavlov@pavlov.net>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_MATRIX_H
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#define GFX_MATRIX_H
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#ifdef _MSC_VER
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#define _USE_MATH_DEFINES
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#endif
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#include <math.h>
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#include <cairo.h>
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#include "gfxTypes.h"
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class gfxMatrix {
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private:
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gfxFloat m0, m1, m2, m3, m4, m5;
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public:
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gfxMatrix() { Reset(); }
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gfxMatrix(const gfxMatrix& m) :
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m0(m.m0), m1(m.m1), m2(m.m2), m3(m.m3), m4(m.m4), m5(m.m5) {}
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gfxMatrix(gfxFloat a, gfxFloat b, gfxFloat c, gfxFloat d, gfxFloat tx, gfxFloat ty) :
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m0(a), m1(b), m2(c), m3(d), m4(tx), m5(ty) {}
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gfxMatrix(const cairo_matrix_t* m) {
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cairo_matrix_get_affine(const_cast<cairo_matrix_t*>(m),
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&m0, &m1, &m2, &m3, &m4, &m5);
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}
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gfxMatrix& operator=(const cairo_matrix_t* m) {
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cairo_matrix_get_affine(const_cast<cairo_matrix_t*>(m),
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&m0, &m1, &m2, &m3, &m4, &m5);
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return *this;
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}
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const gfxMatrix& operator *= (const gfxMatrix& m) {
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return Multiply(m);
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}
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gfxMatrix operator * (const gfxMatrix& m) {
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return gfxMatrix(*this).Multiply(m);
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}
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// this name sucks ass. pick something better
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void FillInCairoMatrix(cairo_matrix_t* m) const {
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cairo_matrix_set_affine(m, m0, m1, m2, m3, m4, m5);
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}
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const gfxMatrix& Reset() {
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m0 = m3 = 1.0;
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m1 = m2 = m4 = m5 = 0.0;
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return *this;
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}
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const gfxMatrix& Invert() {
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// impl me
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return *this;
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}
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const gfxMatrix& Scale(gfxFloat x, gfxFloat y) {
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gfxMatrix t(x, 0, 0, y, 0, 0);
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return *this = t.Multiply(*this);
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}
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const gfxMatrix& Translate(gfxFloat x, gfxFloat y) {
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gfxMatrix t(1, 0, 0, 1, x, y);
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return *this = t.Multiply(*this);
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}
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const gfxMatrix& Rotate(gfxFloat radians) {
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gfxFloat s = sin(radians);
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gfxFloat c = cos(radians);
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gfxMatrix t( c, s,
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-s, c,
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0, 0);
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return *this = t.Multiply(*this);
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}
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const gfxMatrix& Multiply(const gfxMatrix& m) {
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gfxFloat t0 = m0 * m.m0 + m1 * m.m2;
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gfxFloat t2 = m2 * m.m0 + m3 * m.m2;
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gfxFloat t4 = m4 * m.m0 + m5 * m.m2 + m.m4;
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m1 = m0 * m.m1 + m1 * m.m3;
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m3 = m2 * m.m1 + m3 * m.m3;
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m5 = m4 * m.m1 + m5 * m.m3 + m.m5;
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m0 = t0;
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m2 = t2;
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m4 = t4;
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return *this;
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}
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void TransformDistance(gfxFloat *dx, gfxFloat *dy) const {
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gfxFloat new_x = m0 * *dx + m2 * *dy;
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gfxFloat new_y = m1 * *dx + m3 * *dy;
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*dx = new_x;
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*dy = new_y;
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}
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void TransformPoint(gfxFloat *x, gfxFloat *y) const {
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TransformDistance(x, y);
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*x += m4;
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*y += m5;
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}
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};
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#endif /* GFX_MATRIX_H */
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