/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2011 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include "Matrix.h" #include namespace mozilla { namespace gfx { Matrix Matrix::Rotation(Float aAngle) { Matrix newMatrix; Float s = sin(aAngle); Float c = cos(aAngle); newMatrix._11 = c; newMatrix._12 = s; newMatrix._21 = -s; newMatrix._22 = c; return newMatrix; } Rect Matrix::TransformBounds(const Rect &aRect) const { int i; Point quad[4]; Float min_x, max_x; Float min_y, max_y; quad[0] = *this * aRect.TopLeft(); quad[1] = *this * aRect.TopRight(); quad[2] = *this * aRect.BottomLeft(); quad[3] = *this * aRect.BottomRight(); min_x = max_x = quad[0].x; min_y = max_y = quad[0].y; for (i = 1; i < 4; i++) { if (quad[i].x < min_x) min_x = quad[i].x; if (quad[i].x > max_x) max_x = quad[i].x; if (quad[i].y < min_y) min_y = quad[i].y; if (quad[i].y > max_y) max_y = quad[i].y; } return Rect(min_x, min_y, max_x - min_x, max_y - min_y); } } }