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https://github.com/libretro/scummvm.git
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77 lines
2.7 KiB
C++
77 lines
2.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRAPHICS_TRANSFORM_TOOLS_H
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#define GRAPHICS_TRANSFORM_TOOLS_H
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#include "common/rect.h"
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#include "graphics/transform_struct.h"
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namespace Graphics {
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static const float kEpsilon = 0.00001f; // arbitrarily taken number
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struct FloatPoint {
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float x;
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float y;
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FloatPoint() : x(0), y(0) {}
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FloatPoint(float x1, float y1) : x(x1), y(y1) {}
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FloatPoint(const Common::Point p) : x(p.x), y(p.y) {}
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bool operator==(const FloatPoint &p) const { return fabs(x - p.x) < kEpsilon && fabs(y - p.y) < kEpsilon; }
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bool operator!=(const FloatPoint &p) const { return fabs(x - p.x) > kEpsilon || fabs(y - p.y) > kEpsilon; }
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FloatPoint operator+(const FloatPoint &delta) const { return FloatPoint (x + delta.x, y + delta.y); }
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FloatPoint operator-(const FloatPoint &delta) const { return FloatPoint (x - delta.x, y - delta.y); }
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FloatPoint& operator+=(const FloatPoint &delta) {
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x += delta.x;
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y += delta.y;
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return *this;
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}
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FloatPoint& operator-=(const FloatPoint &delta) {
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x -= delta.x;
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y -= delta.y;
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return *this;
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}
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};
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class TransformTools {
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public:
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/**
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* Basic transform (scale + rotate) for a single point
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* @param point the point on which the transform is to be applied
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* @param rotate the angle in degrees
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* @param zoom zoom x,y in percent
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* @param mirrorX flip along the vertical axis?
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* @param mirrorY flip along the horizontal axis?
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*/
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static FloatPoint transformPoint(FloatPoint point, const float rotate, const Common::Point &zoom, const bool mirrorX = false, const bool mirrorY = false);
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/**
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* @return the smallest rect that can contain the transformed sprite
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* and, as a side-effect, "newHotspot" will tell you where the hotspot will
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* have ended up in the new rect, for centering.
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*/
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static Common::Rect newRect(const Common::Rect &oldRect, const TransformStruct &transform, Common::Point *newHotspot);
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};
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} // End of namespace Wintermute
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#endif
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