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
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29 : * under the terms of either the GPL or the LGPL, and not to allow others to
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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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