// 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); }