2015-10-11 10:13:01 -05:00
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// 11 october 2015
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#include "ui.h"
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#include "uipriv.h"
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void setIdentity(uiDrawMatrix *m)
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{
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m->M11 = 1;
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m->M12 = 0;
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m->M21 = 0;
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m->M22 = 1;
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m->M31 = 0;
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m->M32 = 0;
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}
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// TODO skew
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// see windows/draw.c for more information
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2015-10-11 11:36:48 -05:00
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// TODO we don't need to do this if we can bypass the multiplication somehow
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void fallbackTranslate(uiDrawMatrix *m, double x, double y)
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{
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uiDrawMatrix m2;
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setIdentity(&m2);
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m2.M31 = x;
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m2.M32 = y;
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fallbackMultiply(m, &m2);
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}
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// TODO the Direct2D version takes a center argument; investigate it
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void fallbackScale(uiDrawMatrix *m, double x, double y)
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{
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uiDrawMatrix m2;
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setIdentity(&m2);
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m2.M11 = x;
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m2.M22 = y;
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fallbackMultiply(m, &m2);
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}
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void fallbackMultiply(uiDrawMatrix *dest, uiDrawMatrix *src)
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{
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uiDrawMatrix out;
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out.M11 = (dest->M11 * src->M11) +
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(dest->M12 * src->M21);
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out.M12 = (dest->M11 * src->M12) +
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(dest->M12 * src->M22);
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out.M21 = (dest->M21 * src->M11) +
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(dest->M22 * src->M21);
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out.M22 = (dest->M21 * src->M12) +
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(dest->M22 * src->M22);
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out.M31 = (dest->M31 * src->M11) +
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(dest->M32 * src->M21) +
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src->M31;
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out.M32 = (dest->M31 * src->M12) +
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(dest->M32 * src->M22) +
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src->M32;
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*dest = out;
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}
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void fallbackTransformPoint(uiDrawMatrix *m, double *x, double *y)
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{
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double xout, yout;
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xout = (*x * m->M11) + (*y * m->M21) + m->M31;
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yout = (*x * m->M12) + (*y * m->M22) + m->M32;
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*x = xout;
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*y = yout;
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}
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// and this algorithm is according to cairo
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void fallbackTransformSize(uiDrawMatrix *m, double *x, double *y)
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{
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double xout, yout;
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xout = (*x * m->M11) + (*y * m->M21);
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yout = (*x * m->M12) + (*y * m->M22);
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*x = xout;
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*y = yout;
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}
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