LCOV - code coverage report
Current view: directory - gfx/2d - Matrix.cpp (source / functions) Found Hit Coverage
Test: app.info Lines: 26 0 0.0 %
Date: 2012-06-02 Functions: 2 0 0.0 %

       1                 : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       2                 :  * ***** BEGIN LICENSE BLOCK *****
       3                 :  * Version: MPL 1.1/GPL 2.0/LGPL 2.1
       4                 :  *
       5                 :  * The contents of this file are subject to the Mozilla Public License Version
       6                 :  * 1.1 (the "License"); you may not use this file except in compliance with
       7                 :  * the License. You may obtain a copy of the License at
       8                 :  * http://www.mozilla.org/MPL/
       9                 :  *
      10                 :  * Software distributed under the License is distributed on an "AS IS" basis,
      11                 :  * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
      12                 :  * for the specific language governing rights and limitations under the
      13                 :  * License.
      14                 :  *
      15                 :  * The Original Code is Mozilla Corporation code.
      16                 :  *
      17                 :  * The Initial Developer of the Original Code is Mozilla Foundation.
      18                 :  * Portions created by the Initial Developer are Copyright (C) 2011
      19                 :  * the Initial Developer. All Rights Reserved.
      20                 :  *
      21                 :  * Contributor(s):
      22                 :  *   Bas Schouten <bschouten@mozilla.com>
      23                 :  *
      24                 :  * Alternatively, the contents of this file may be used under the terms of
      25                 :  * either the GNU General Public License Version 2 or later (the "GPL"), or
      26                 :  * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
      27                 :  * in which case the provisions of the GPL or the LGPL are applicable instead
      28                 :  * of those above. If you wish to allow use of your version of this file only
      29                 :  * under the terms of either the GPL or the LGPL, and not to allow others to
      30                 :  * use your version of this file under the terms of the MPL, indicate your
      31                 :  * decision by deleting the provisions above and replace them with the notice
      32                 :  * and other provisions required by the GPL or the LGPL. If you do not delete
      33                 :  * the provisions above, a recipient may use your version of this file under
      34                 :  * the terms of any one of the MPL, the GPL or the LGPL.
      35                 :  *
      36                 :  * ***** END LICENSE BLOCK ***** */
      37                 : 
      38                 : #include "Matrix.h"
      39                 : #include <math.h>
      40                 : 
      41                 : namespace mozilla {
      42                 : namespace gfx {
      43                 : 
      44                 : Matrix
      45               0 : Matrix::Rotation(Float aAngle)
      46                 : {
      47               0 :   Matrix newMatrix;
      48                 : 
      49               0 :   Float s = sin(aAngle);
      50               0 :   Float c = cos(aAngle);
      51                 : 
      52               0 :   newMatrix._11 = c;
      53               0 :   newMatrix._12 = s;
      54               0 :   newMatrix._21 = -s;
      55               0 :   newMatrix._22 = c;
      56                 :   
      57                 :   return newMatrix;
      58                 : }
      59                 : 
      60                 : Rect
      61               0 : Matrix::TransformBounds(const Rect &aRect) const
      62                 : {
      63                 :   int i;
      64               0 :   Point quad[4];
      65                 :   Float min_x, max_x;
      66                 :   Float min_y, max_y;
      67                 : 
      68               0 :   quad[0] = *this * aRect.TopLeft();
      69               0 :   quad[1] = *this * aRect.TopRight();
      70               0 :   quad[2] = *this * aRect.BottomLeft();
      71               0 :   quad[3] = *this * aRect.BottomRight();
      72                 : 
      73               0 :   min_x = max_x = quad[0].x;
      74               0 :   min_y = max_y = quad[0].y;
      75                 : 
      76               0 :   for (i = 1; i < 4; i++) {
      77               0 :     if (quad[i].x < min_x)
      78               0 :       min_x = quad[i].x;
      79               0 :     if (quad[i].x > max_x)
      80               0 :       max_x = quad[i].x;
      81                 : 
      82               0 :     if (quad[i].y < min_y)
      83               0 :       min_y = quad[i].y;
      84               0 :     if (quad[i].y > max_y)
      85               0 :       max_y = quad[i].y;
      86                 :   }
      87                 : 
      88               0 :   return Rect(min_x, min_y, max_x - min_x, max_y - min_y);
      89                 : }
      90                 : 
      91                 : }
      92                 : }

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