1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
// 7 september 2015
#include "uipriv_windows.hpp"
#include "draw.hpp"
void m2d(uiDrawMatrix *m, D2D1_MATRIX_3X2_F *d)
{
d->_11 = m->M11;
d->_12 = m->M12;
d->_21 = m->M21;
d->_22 = m->M22;
d->_31 = m->M31;
d->_32 = m->M32;
}
static void d2m(D2D1_MATRIX_3X2_F *d, uiDrawMatrix *m)
{
m->M11 = d->_11;
m->M12 = d->_12;
m->M21 = d->_21;
m->M22 = d->_22;
m->M31 = d->_31;
m->M32 = d->_32;
}
void uiDrawMatrixTranslate(uiDrawMatrix *m, double x, double y)
{
D2D1_MATRIX_3X2_F dm;
m2d(m, &dm);
dm = dm * D2D1::Matrix3x2F::Translation(x, y);
d2m(&dm, m);
}
void uiDrawMatrixScale(uiDrawMatrix *m, double xCenter, double yCenter, double x, double y)
{
D2D1_MATRIX_3X2_F dm;
D2D1_POINT_2F center;
m2d(m, &dm);
center.x = xCenter;
center.y = yCenter;
dm = dm * D2D1::Matrix3x2F::Scale(x, y, center);
d2m(&dm, m);
}
#define r2d(x) (x * (180.0 / uiPi))
void uiDrawMatrixRotate(uiDrawMatrix *m, double x, double y, double amount)
{
D2D1_MATRIX_3X2_F dm;
D2D1_POINT_2F center;
m2d(m, &dm);
center.x = x;
center.y = y;
dm = dm * D2D1::Matrix3x2F::Rotation(r2d(amount), center);
d2m(&dm, m);
}
void uiDrawMatrixSkew(uiDrawMatrix *m, double x, double y, double xamount, double yamount)
{
D2D1_MATRIX_3X2_F dm;
D2D1_POINT_2F center;
m2d(m, &dm);
center.x = x;
center.y = y;
dm = dm * D2D1::Matrix3x2F::Skew(r2d(xamount), r2d(yamount), center);
d2m(&dm, m);
}
void uiDrawMatrixMultiply(uiDrawMatrix *dest, uiDrawMatrix *src)
{
D2D1_MATRIX_3X2_F c, d;
m2d(dest, &c);
m2d(src, &d);
c = c * d;
d2m(&c, dest);
}
int uiDrawMatrixInvertible(uiDrawMatrix *m)
{
D2D1_MATRIX_3X2_F d;
m2d(m, &d);
return D2D1IsMatrixInvertible(&d) != FALSE;
}
int uiDrawMatrixInvert(uiDrawMatrix *m)
{
D2D1_MATRIX_3X2_F d;
m2d(m, &d);
if (D2D1InvertMatrix(&d) == FALSE)
return 0;
d2m(&d, m);
return 1;
}
void uiDrawMatrixTransformPoint(uiDrawMatrix *m, double *x, double *y)
{
D2D1::Matrix3x2F dm;
D2D1_POINT_2F pt;
m2d(m, &dm);
pt.x = *x;
pt.y = *y;
pt = dm.TransformPoint(pt);
*x = pt.x;
*y = pt.y;
}
void uiDrawMatrixTransformSize(uiDrawMatrix *m, double *x, double *y)
{
fallbackTransformSize(m, x, y);
}
|