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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_MATRIX_H
#define ANDROID_HWUI_MATRIX_H
#include <SkMatrix.h>
#include "Rect.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Classes
///////////////////////////////////////////////////////////////////////////////
class Matrix4 {
public:
float data[16];
enum Entry {
kScaleX = 0,
kSkewY = 1,
kPerspective0 = 3,
kSkewX = 4,
kScaleY = 5,
kPerspective1 = 7,
kScaleZ = 10,
kTranslateX = 12,
kTranslateY = 13,
kTranslateZ = 14,
kPerspective2 = 15
};
Matrix4() {
loadIdentity();
}
Matrix4(const float* v) {
load(v);
}
Matrix4(const Matrix4& v) {
load(v);
}
Matrix4(const SkMatrix& v) {
load(v);
}
void loadIdentity();
void load(const float* v);
void load(const Matrix4& v);
void load(const SkMatrix& v);
void loadInverse(const Matrix4& v);
void loadTranslate(float x, float y, float z);
void loadScale(float sx, float sy, float sz);
void loadSkew(float sx, float sy);
void loadRotate(float angle, float x, float y, float z);
void loadMultiply(const Matrix4& u, const Matrix4& v);
void loadOrtho(float left, float right, float bottom, float top, float near, float far);
void multiply(const Matrix4& v) {
Matrix4 u;
u.loadMultiply(*this, v);
load(u);
}
void multiply(float v);
void translate(float x, float y, float z) {
Matrix4 u;
u.loadTranslate(x, y, z);
multiply(u);
}
void scale(float sx, float sy, float sz) {
Matrix4 u;
u.loadScale(sx, sy, sz);
multiply(u);
}
void skew(float sx, float sy) {
Matrix4 u;
u.loadSkew(sx, sy);
multiply(u);
}
void rotate(float angle, float x, float y, float z) {
Matrix4 u;
u.loadRotate(angle, x, y, z);
multiply(u);
}
bool isPureTranslate();
bool isSimple();
bool isIdentity();
bool changesBounds();
void copyTo(float* v) const;
void copyTo(SkMatrix& v) const;
void mapRect(Rect& r) const;
void mapPoint(float& x, float& y) const;
float getTranslateX();
float getTranslateY();
void dump() const;
private:
bool mSimpleMatrix;
bool mIsIdentity;
inline float get(int i, int j) const {
return data[i * 4 + j];
}
inline void set(int i, int j, float v) {
data[i * 4 + j] = v;
}
}; // class Matrix4
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
typedef Matrix4 mat4;
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_MATRIX_H