зеркало из https://github.com/mozilla/gecko-dev.git
247 строки
7.3 KiB
C++
247 строки
7.3 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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#include <cairo.h>
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#include "gfxPoint.h"
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#include "gfxTypes.h"
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#include "gfxRect.h"
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// XX - I don't think this class should use gfxFloat at all,
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// but should use 'double' and be called gfxDoubleMatrix;
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// we can then typedef that to gfxMatrix where we typedef
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// double to be gfxFloat.
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/**
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* A matrix that represents an affine transformation. Projective
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* transformations are not supported. This matrix looks like:
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*
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* / a b tx \
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* | c d ty |
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* \ 0 0 1 /
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*
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* So, transforming a point (x, y) results in:
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*
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* / a b 0 \ / a * x + c * y + tx \ T
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* (x y 1) * | c d 0 | = | b * x + d * y + ty |
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* \ tx ty 1 / \ 1 /
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*
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*/
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class NS_EXPORT gfxMatrix {
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protected:
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cairo_matrix_t mat;
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public:
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/**
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* Initializes this matrix as the identity matrix.
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*/
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gfxMatrix() { Reset(); }
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gfxMatrix(const gfxMatrix& m) : mat(m.mat) {}
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/**
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* Initializes the matrix from individual components. See the class
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* description for the layout of the matrix.
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*/
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gfxMatrix(gfxFloat a, gfxFloat b, gfxFloat c, gfxFloat d, gfxFloat tx, gfxFloat ty) {
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// XXX cairo_matrix_init?
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mat.xx = a; mat.yx = b; mat.xy = c; mat.yy = d; mat.x0 = tx; mat.y0 = ty;
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}
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gfxMatrix(const cairo_matrix_t& m) {
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mat = m;
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}
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bool operator==(const gfxMatrix& m) const {
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return ((mat.xx == m.mat.xx) &&
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(mat.yx == m.mat.yx) &&
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(mat.xy == m.mat.xy) &&
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(mat.yy == m.mat.yy) &&
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(mat.x0 == m.mat.x0) &&
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(mat.y0 == m.mat.y0));
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}
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gfxMatrix& operator=(const cairo_matrix_t& m) {
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mat = m;
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return *this;
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}
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/**
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* Post-multiplies m onto the matrix.
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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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/**
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* Multiplies *this with m and returns the result.
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*/
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gfxMatrix operator * (const gfxMatrix& m) const {
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return gfxMatrix(*this).Multiply(m);
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}
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// conversion to other types
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const cairo_matrix_t& ToCairoMatrix() const {
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return mat;
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}
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void ToValues(gfxFloat *xx, gfxFloat *yx,
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gfxFloat *xy, gfxFloat *yy,
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gfxFloat *x0, gfxFloat *y0) const
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{
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*xx = mat.xx;
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*yx = mat.yx;
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*xy = mat.xy;
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*yy = mat.yy;
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*x0 = mat.x0;
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*y0 = mat.y0;
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}
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// matrix operations
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/**
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* Resets this matrix to the identity matrix.
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*/
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const gfxMatrix& Reset() {
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cairo_matrix_init_identity(&mat);
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return *this;
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}
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/**
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* Inverts this matrix, if possible. Otherwise, the matrix is left
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* unchanged.
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*
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* XXX should this do something with the return value of
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* cairo_matrix_invert?
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*/
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const gfxMatrix& Invert() {
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cairo_matrix_invert(&mat);
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return *this;
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}
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/**
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* Scales this matrix. The scale is pre-multiplied onto this matrix,
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* i.e. the scaling takes place before the other transformations.
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*/
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const gfxMatrix& Scale(gfxFloat x, gfxFloat y) {
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cairo_matrix_scale(&mat, x, y);
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return *this;
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}
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/**
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* Translates this matrix. The translation is pre-multiplied onto this matrix,
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* i.e. the translation takes place before the other transformations.
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*/
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const gfxMatrix& Translate(const gfxPoint& pt) {
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cairo_matrix_translate(&mat, pt.x, pt.y);
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return *this;
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}
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/**
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* Rotates this matrix. The rotation is pre-multiplied onto this matrix,
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* i.e. the translation takes place after the other transformations.
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*
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* @param radians Angle in radians.
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*/
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const gfxMatrix& Rotate(gfxFloat radians) {
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// cairo_matrix_rotate?
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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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/**
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* Multiplies the current matrix with m.
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* This is a post-multiplication, i.e. the transformations of m are
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* applied _after_ the existing transformations.
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*
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* XXX is that difference (compared to Rotate etc) a good thing?
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*/
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const gfxMatrix& Multiply(const gfxMatrix& m) {
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cairo_matrix_multiply(&mat, &mat, &m.mat);
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return *this;
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}
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/**
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* Transforms a point according to this matrix.
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*/
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gfxPoint Transform(const gfxPoint point) const {
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gfxPoint ret = point;
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cairo_matrix_transform_point(&mat, &ret.x, &ret.y);
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return ret;
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}
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/**
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* Transform a distance according to this matrix. This does not apply
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* any translation components.
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*/
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gfxSize Transform(const gfxSize size) const {
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gfxSize ret = size;
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cairo_matrix_transform_distance(&mat, &ret.width, &ret.height);
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return ret;
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}
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/**
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* Transforms both the point and distance according to this matrix.
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*/
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gfxRect Transform(const gfxRect rect) const {
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gfxRect ret(Transform(rect.pos), Transform(rect.size));
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return ret;
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}
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/**
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* Returns the translation component of this matrix.
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*/
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gfxPoint GetTranslation() const {
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return gfxPoint(mat.x0, mat.y0);
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}
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/**
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* Returns true if the matrix has any transform other
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* than a straight translation
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*/
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bool HasNonTranslation() const {
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return ((mat.xx != 1.0) || (mat.yy != 1.0) ||
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(mat.xy != 0.0) || (mat.yx != 0.0));
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}
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};
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#endif /* GFX_MATRIX_H */
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