libui/matrix.c

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// 11 october 2015
#include "ui.h"
#include "uipriv.h"
void setIdentity(uiDrawMatrix *m)
{
m->M11 = 1;
m->M12 = 0;
m->M21 = 0;
m->M22 = 1;
m->M31 = 0;
m->M32 = 0;
}
// TODO skew
// see windows/draw.c for more information
// TODO we don't need to do this if we can bypass the multiplication somehow
void fallbackTranslate(uiDrawMatrix *m, double x, double y)
{
uiDrawMatrix m2;
setIdentity(&m2);
m2.M31 = x;
m2.M32 = y;
fallbackMultiply(m, &m2);
}
// TODO the Direct2D version takes a center argument; investigate it
void fallbackScale(uiDrawMatrix *m, double x, double y)
{
uiDrawMatrix m2;
setIdentity(&m2);
m2.M11 = x;
m2.M22 = y;
fallbackMultiply(m, &m2);
}
void fallbackMultiply(uiDrawMatrix *dest, uiDrawMatrix *src)
{
uiDrawMatrix out;
out.M11 = (dest->M11 * src->M11) +
(dest->M12 * src->M21);
out.M12 = (dest->M11 * src->M12) +
(dest->M12 * src->M22);
out.M21 = (dest->M21 * src->M11) +
(dest->M22 * src->M21);
out.M22 = (dest->M21 * src->M12) +
(dest->M22 * src->M22);
out.M31 = (dest->M31 * src->M11) +
(dest->M32 * src->M21) +
src->M31;
out.M32 = (dest->M31 * src->M12) +
(dest->M32 * src->M22) +
src->M32;
*dest = out;
}
void fallbackTransformPoint(uiDrawMatrix *m, double *x, double *y)
{
double xout, yout;
xout = (*x * m->M11) + (*y * m->M21) + m->M31;
yout = (*x * m->M12) + (*y * m->M22) + m->M32;
*x = xout;
*y = yout;
}
// and this algorithm is according to cairo
void fallbackTransformSize(uiDrawMatrix *m, double *x, double *y)
{
double xout, yout;
xout = (*x * m->M11) + (*y * m->M21);
yout = (*x * m->M12) + (*y * m->M22);
*x = xout;
*y = yout;
}