libui/windows/drawmatrix.cpp

109 lines
2.2 KiB
C++

// 7 september 2015
#include "uipriv_windows.hpp"
#include "draw.hpp"
// TODO convert to C++
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 uiDrawMatrixSetIdentity(uiDrawMatrix *m)
{
setIdentity(m);
}
// frustratingly all of the operations on a matrix except rotation and skeweing are provided by the C++-only d2d1helper.h
// we'll have to recreate their functionalities here
// the implementations are all in the main matrix.c file
// TODO switch to these instead actually
void uiDrawMatrixTranslate(uiDrawMatrix *m, double x, double y)
{
fallbackTranslate(m, x, y);
}
void uiDrawMatrixScale(uiDrawMatrix *m, double xCenter, double yCenter, double x, double y)
{
fallbackScale(m, xCenter, yCenter, x, y);
}
void uiDrawMatrixRotate(uiDrawMatrix *m, double x, double y, double amount)
{
D2D1_POINT_2F center;
D2D1_MATRIX_3X2_F dm;
uiDrawMatrix rm;
amount *= 180 / M_PI; // must be in degrees
center.x = x;
center.y = y;
D2D1MakeRotateMatrix(amount, center, &dm);
d2m(&dm, &rm);
uiDrawMatrixMultiply(m, &rm);
}
void uiDrawMatrixSkew(uiDrawMatrix *m, double x, double y, double xamount, double yamount)
{
D2D1_POINT_2F center;
D2D1_MATRIX_3X2_F dm;
uiDrawMatrix sm;
xamount *= 180 / M_PI; // must be in degrees
yamount *= 180 / M_PI; // must be in degrees
center.x = x;
center.y = y;
D2D1MakeSkewMatrix(xamount, yamount, center, &dm);
d2m(&dm, &sm);
uiDrawMatrixMultiply(m, &sm);
}
void uiDrawMatrixMultiply(uiDrawMatrix *dest, uiDrawMatrix *src)
{
fallbackMultiply(dest, src);
}
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)
{
fallbackTransformPoint(m, x, y);
}
void uiDrawMatrixTransformSize(uiDrawMatrix *m, double *x, double *y)
{
fallbackTransformSize(m, x, y);
}