gecko-dev/gfx/thebes/public/gfxMatrix.h

247 lines
7.3 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Oracle Corporation code.
*
* The Initial Developer of the Original Code is Oracle Corporation.
* Portions created by the Initial Developer are Copyright (C) 2005
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Stuart Parmenter <pavlov@pavlov.net>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_MATRIX_H
#define GFX_MATRIX_H
#include <cairo.h>
#include "gfxPoint.h"
#include "gfxTypes.h"
#include "gfxRect.h"
// XX - I don't think this class should use gfxFloat at all,
// but should use 'double' and be called gfxDoubleMatrix;
// we can then typedef that to gfxMatrix where we typedef
// double to be gfxFloat.
/**
* A matrix that represents an affine transformation. Projective
* transformations are not supported. This matrix looks like:
*
* / a b tx \
* | c d ty |
* \ 0 0 1 /
*
* So, transforming a point (x, y) results in:
*
* / a b 0 \ / a * x + c * y + tx \ T
* (x y 1) * | c d 0 | = | b * x + d * y + ty |
* \ tx ty 1 / \ 1 /
*
*/
class NS_EXPORT gfxMatrix {
protected:
cairo_matrix_t mat;
public:
/**
* Initializes this matrix as the identity matrix.
*/
gfxMatrix() { Reset(); }
gfxMatrix(const gfxMatrix& m) : mat(m.mat) {}
/**
* Initializes the matrix from individual components. See the class
* description for the layout of the matrix.
*/
gfxMatrix(gfxFloat a, gfxFloat b, gfxFloat c, gfxFloat d, gfxFloat tx, gfxFloat ty) {
// XXX cairo_matrix_init?
mat.xx = a; mat.yx = b; mat.xy = c; mat.yy = d; mat.x0 = tx; mat.y0 = ty;
}
gfxMatrix(const cairo_matrix_t& m) {
mat = m;
}
bool operator==(const gfxMatrix& m) const {
return ((mat.xx == m.mat.xx) &&
(mat.yx == m.mat.yx) &&
(mat.xy == m.mat.xy) &&
(mat.yy == m.mat.yy) &&
(mat.x0 == m.mat.x0) &&
(mat.y0 == m.mat.y0));
}
gfxMatrix& operator=(const cairo_matrix_t& m) {
mat = m;
return *this;
}
/**
* Post-multiplies m onto the matrix.
*/
const gfxMatrix& operator *= (const gfxMatrix& m) {
return Multiply(m);
}
/**
* Multiplies *this with m and returns the result.
*/
gfxMatrix operator * (const gfxMatrix& m) const {
return gfxMatrix(*this).Multiply(m);
}
// conversion to other types
const cairo_matrix_t& ToCairoMatrix() const {
return mat;
}
void ToValues(gfxFloat *xx, gfxFloat *yx,
gfxFloat *xy, gfxFloat *yy,
gfxFloat *x0, gfxFloat *y0) const
{
*xx = mat.xx;
*yx = mat.yx;
*xy = mat.xy;
*yy = mat.yy;
*x0 = mat.x0;
*y0 = mat.y0;
}
// matrix operations
/**
* Resets this matrix to the identity matrix.
*/
const gfxMatrix& Reset() {
cairo_matrix_init_identity(&mat);
return *this;
}
/**
* Inverts this matrix, if possible. Otherwise, the matrix is left
* unchanged.
*
* XXX should this do something with the return value of
* cairo_matrix_invert?
*/
const gfxMatrix& Invert() {
cairo_matrix_invert(&mat);
return *this;
}
/**
* Scales this matrix. The scale is pre-multiplied onto this matrix,
* i.e. the scaling takes place before the other transformations.
*/
const gfxMatrix& Scale(gfxFloat x, gfxFloat y) {
cairo_matrix_scale(&mat, x, y);
return *this;
}
/**
* Translates this matrix. The translation is pre-multiplied onto this matrix,
* i.e. the translation takes place before the other transformations.
*/
const gfxMatrix& Translate(const gfxPoint& pt) {
cairo_matrix_translate(&mat, pt.x, pt.y);
return *this;
}
/**
* Rotates this matrix. The rotation is pre-multiplied onto this matrix,
* i.e. the translation takes place after the other transformations.
*
* @param radians Angle in radians.
*/
const gfxMatrix& Rotate(gfxFloat radians) {
// cairo_matrix_rotate?
gfxFloat s = sin(radians);
gfxFloat c = cos(radians);
gfxMatrix t( c, s,
-s, c,
0, 0);
return *this = t.Multiply(*this);
}
/**
* Multiplies the current matrix with m.
* This is a post-multiplication, i.e. the transformations of m are
* applied _after_ the existing transformations.
*
* XXX is that difference (compared to Rotate etc) a good thing?
*/
const gfxMatrix& Multiply(const gfxMatrix& m) {
cairo_matrix_multiply(&mat, &mat, &m.mat);
return *this;
}
/**
* Transforms a point according to this matrix.
*/
gfxPoint Transform(const gfxPoint point) const {
gfxPoint ret = point;
cairo_matrix_transform_point(&mat, &ret.x, &ret.y);
return ret;
}
/**
* Transform a distance according to this matrix. This does not apply
* any translation components.
*/
gfxSize Transform(const gfxSize size) const {
gfxSize ret = size;
cairo_matrix_transform_distance(&mat, &ret.width, &ret.height);
return ret;
}
/**
* Transforms both the point and distance according to this matrix.
*/
gfxRect Transform(const gfxRect rect) const {
gfxRect ret(Transform(rect.pos), Transform(rect.size));
return ret;
}
/**
* Returns the translation component of this matrix.
*/
gfxPoint GetTranslation() const {
return gfxPoint(mat.x0, mat.y0);
}
/**
* Returns true if the matrix has any transform other
* than a straight translation
*/
bool HasNonTranslation() const {
return ((mat.xx != 1.0) || (mat.yy != 1.0) ||
(mat.xy != 0.0) || (mat.yx != 0.0));
}
};
#endif /* GFX_MATRIX_H */