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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#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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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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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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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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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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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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