78 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
| // Copyright (c) 2016-2018 Easy2D - Nomango
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| // 
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| // 
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| // 
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| 
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| #pragma once
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| #include "Size.hpp"
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| #include "Point.hpp"
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| #include "../math/Matrix.hpp"
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| #include <d2d1.h>
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| 
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| namespace easy2d
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| {
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| 	class Transform
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| 	{
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| 	public:
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| 		Size size;			// 大小
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| 		float rotation;		// 旋转
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| 		Point position;		// 坐标
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| 		Point scale;		// 缩放
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| 		Point skew;			// 错切角度
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| 		Point pivot;		// 支点
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| 
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| 	public:
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| 		Transform()
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| 			: position()
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| 			, size()
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| 			, rotation(0)
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| 			, scale(1.f, 1.f)
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| 			, skew(0.f, 0.f)
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| 			, pivot(0.f, 0.f)
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| 		{}
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| 
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| 		inline math::Matrix ToMatrix() const
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| 		{
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| 			math::Vector2 center{ size.width * pivot.x, size.height * pivot.y };
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| 			return math::Matrix::Scaling(scale.x, scale.y, center)
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| 				* math::Matrix::Skewing(skew.x, skew.y, center)
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| 				* math::Matrix::Rotation(rotation, center)
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| 				* math::Matrix::Translation(position.x - center.x, position.y - center.y);
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| 		}
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| 
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| 		bool operator== (const Transform& other) const
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| 		{
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| 			return position == other.position &&
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| 				size == other.size &&
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| 				scale == other.scale &&
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| 				skew == other.skew &&
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| 				rotation == other.rotation &&
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| 				pivot == other.pivot;
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| 		}
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| 	};
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| 
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| 	inline D2D1_MATRIX_3X2_F ConvertToD2DMatrix(math::Matrix const& matrix)
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| 	{
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| 		return D2D1_MATRIX_3X2_F{
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| 				matrix.m[0], matrix.m[1],
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| 				matrix.m[2], matrix.m[3],
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| 				matrix.m[4], matrix.m[5]
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| 		};
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| 	}
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| }
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