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/*
* Copyright (C) 2005-2016 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "TransformationMatrix.h"
#if PLATFORM(WIN)
#include "AffineTransform.h"
#include "FloatConversion.h"
#include <d2d1.h>
namespace WebCore {
TransformationMatrix::TransformationMatrix(const D2D1_MATRIX_3X2_F& t)
{
setA(t._11);
setB(t._12);
setC(t._21);
setD(t._22);
setE(t._31);
setF(t._32);
}
TransformationMatrix::operator D2D1_MATRIX_3X2_F() const
{
return D2D1::Matrix3x2F(narrowPrecisionToFloat(a()),
narrowPrecisionToFloat(b()),
narrowPrecisionToFloat(c()),
narrowPrecisionToFloat(d()),
narrowPrecisionToFloat(e()),
narrowPrecisionToFloat(f()));
}
AffineTransform::AffineTransform(const D2D1_MATRIX_3X2_F& t)
{
setMatrix(t._11, t._12, t._21, t._22, t._31, t._32);
}
AffineTransform::operator D2D1_MATRIX_3X2_F() const
{
return D2D1::Matrix3x2F(narrowPrecisionToFloat(a()),
narrowPrecisionToFloat(b()),
narrowPrecisionToFloat(c()),
narrowPrecisionToFloat(d()),
narrowPrecisionToFloat(e()),
narrowPrecisionToFloat(f()));
}
}
#endif