зеркало из https://github.com/mozilla/gecko-dev.git
190 строки
4.8 KiB
C++
190 строки
4.8 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "gfxMatrix.h"
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#include "cairo.h"
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#include "mozilla/gfx/Tools.h"
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#include "mozilla/gfx/Matrix.h" // for Matrix4x4
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#define CAIRO_MATRIX(x) reinterpret_cast<cairo_matrix_t*>((x))
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#define CONST_CAIRO_MATRIX(x) reinterpret_cast<const cairo_matrix_t*>((x))
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const gfxMatrix&
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gfxMatrix::Reset()
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{
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cairo_matrix_init_identity(CAIRO_MATRIX(this));
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return *this;
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}
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bool
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gfxMatrix::Invert()
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{
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return cairo_matrix_invert(CAIRO_MATRIX(this)) == CAIRO_STATUS_SUCCESS;
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}
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gfxMatrix&
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gfxMatrix::Scale(gfxFloat x, gfxFloat y)
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{
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cairo_matrix_scale(CAIRO_MATRIX(this), x, y);
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return *this;
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}
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gfxMatrix&
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gfxMatrix::Translate(const gfxPoint& pt)
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{
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cairo_matrix_translate(CAIRO_MATRIX(this), pt.x, pt.y);
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return *this;
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}
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gfxMatrix&
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gfxMatrix::Rotate(gfxFloat radians)
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{
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cairo_matrix_rotate(CAIRO_MATRIX(this), radians);
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return *this;
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}
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const gfxMatrix&
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gfxMatrix::operator *= (const gfxMatrix& m)
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{
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cairo_matrix_multiply(CAIRO_MATRIX(this), CAIRO_MATRIX(this), CONST_CAIRO_MATRIX(&m));
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return *this;
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}
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gfxMatrix&
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gfxMatrix::PreMultiply(const gfxMatrix& m)
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{
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cairo_matrix_multiply(CAIRO_MATRIX(this), CONST_CAIRO_MATRIX(&m), CAIRO_MATRIX(this));
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return *this;
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}
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/* static */ gfxMatrix
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gfxMatrix::Rotation(gfxFloat aAngle)
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{
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gfxMatrix newMatrix;
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gfxFloat s = sin(aAngle);
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gfxFloat c = cos(aAngle);
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newMatrix._11 = c;
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newMatrix._12 = s;
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newMatrix._21 = -s;
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newMatrix._22 = c;
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return newMatrix;
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}
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gfxPoint
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gfxMatrix::Transform(const gfxPoint& point) const
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{
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gfxPoint ret = point;
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cairo_matrix_transform_point(CONST_CAIRO_MATRIX(this), &ret.x, &ret.y);
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return ret;
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}
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gfxSize
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gfxMatrix::Transform(const gfxSize& size) const
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{
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gfxSize ret = size;
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cairo_matrix_transform_distance(CONST_CAIRO_MATRIX(this), &ret.width, &ret.height);
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return ret;
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}
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gfxRect
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gfxMatrix::Transform(const gfxRect& rect) const
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{
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return gfxRect(Transform(rect.TopLeft()), Transform(rect.Size()));
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}
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gfxRect
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gfxMatrix::TransformBounds(const gfxRect& rect) const
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{
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/* Code taken from cairo-matrix.c, _cairo_matrix_transform_bounding_box isn't public */
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int i;
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double quad_x[4], quad_y[4];
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double min_x, max_x;
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double min_y, max_y;
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quad_x[0] = rect.X();
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quad_y[0] = rect.Y();
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cairo_matrix_transform_point (CONST_CAIRO_MATRIX(this), &quad_x[0], &quad_y[0]);
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quad_x[1] = rect.XMost();
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quad_y[1] = rect.Y();
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cairo_matrix_transform_point (CONST_CAIRO_MATRIX(this), &quad_x[1], &quad_y[1]);
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quad_x[2] = rect.X();
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quad_y[2] = rect.YMost();
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cairo_matrix_transform_point (CONST_CAIRO_MATRIX(this), &quad_x[2], &quad_y[2]);
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quad_x[3] = rect.XMost();
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quad_y[3] = rect.YMost();
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cairo_matrix_transform_point (CONST_CAIRO_MATRIX(this), &quad_x[3], &quad_y[3]);
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min_x = max_x = quad_x[0];
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min_y = max_y = quad_y[0];
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for (i = 1; i < 4; i++) {
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if (quad_x[i] < min_x)
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min_x = quad_x[i];
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if (quad_x[i] > max_x)
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max_x = quad_x[i];
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if (quad_y[i] < min_y)
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min_y = quad_y[i];
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if (quad_y[i] > max_y)
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max_y = quad_y[i];
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}
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return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y);
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}
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static void NudgeToInteger(double *aVal)
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{
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float f = float(*aVal);
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mozilla::gfx::NudgeToInteger(&f);
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*aVal = f;
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}
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gfxMatrix&
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gfxMatrix::NudgeToIntegers(void)
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{
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NudgeToInteger(&_11);
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NudgeToInteger(&_21);
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NudgeToInteger(&_12);
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NudgeToInteger(&_22);
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NudgeToInteger(&_31);
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NudgeToInteger(&_32);
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return *this;
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}
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mozilla::gfx::Matrix4x4
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gfxMatrix::operator *(const mozilla::gfx::Matrix4x4& aMatrix) const
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{
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Matrix4x4 resultMatrix;
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resultMatrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21;
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resultMatrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22;
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resultMatrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23;
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resultMatrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24;
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resultMatrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21;
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resultMatrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22;
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resultMatrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23;
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resultMatrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24;
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resultMatrix._31 = aMatrix._31;
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resultMatrix._32 = aMatrix._32;
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resultMatrix._33 = aMatrix._33;
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resultMatrix._34 = aMatrix._34;
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resultMatrix._41 = _31 * aMatrix._11 + _32 * aMatrix._21 + aMatrix._41;
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resultMatrix._42 = _31 * aMatrix._12 + _32 * aMatrix._22 + aMatrix._42;
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resultMatrix._43 = _31 * aMatrix._13 + _32 * aMatrix._23 + aMatrix._43;
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resultMatrix._44 = _31 * aMatrix._14 + _32 * aMatrix._24 + aMatrix._44;
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return resultMatrix;
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}
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