// 11 october 2015 #include #include "../ui.h" #include "uipriv.h" void uiDrawMatrixSetIdentity(uiDrawMatrix *m) { m->M11 = 1; m->M12 = 0; m->M21 = 0; m->M22 = 1; m->M31 = 0; m->M32 = 0; } // The rest of this file provides basic utilities in case the platform doesn't provide any of its own for these tasks. // Keep these as minimal as possible. They should generally not call other fallbacks. // see https://msdn.microsoft.com/en-us/library/windows/desktop/ff684171%28v=vs.85%29.aspx#skew_transform // TODO see if there's a way we can avoid the multiplication void fallbackSkew(uiDrawMatrix *m, double x, double y, double xamount, double yamount) { uiDrawMatrix n; uiDrawMatrixSetIdentity(&n); // TODO explain this n.M12 = tan(yamount); n.M21 = tan(xamount); n.M31 = -y * tan(xamount); n.M32 = -x * tan(yamount); uiDrawMatrixMultiply(m, &n); } void scaleCenter(double xCenter, double yCenter, double *x, double *y) { *x = xCenter - (*x * xCenter); *y = yCenter - (*y * yCenter); } // the basic algorithm is from cairo // but it's the same algorithm as the transform point, just without M31 and M32 taken into account, so let's just do that instead void fallbackTransformSize(uiDrawMatrix *m, double *x, double *y) { uiDrawMatrix m2; m2 = *m; m2.M31 = 0; m2.M32 = 0; uiDrawMatrixTransformPoint(&m2, x, y); }