/* * Copyright (c) 2020 - 2022 Samsung Electronics Co., Ltd. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "tvgMath.h" #include "tvgRender.h" /************************************************************************/ /* Internal Class Implementation */ /************************************************************************/ /************************************************************************/ /* External Class Implementation */ /************************************************************************/ void RenderTransform::override(const Matrix& m) { this->m = m; if (m.e11 == 0.0f && m.e12 == 0.0f && m.e13 == 0.0f && m.e21 == 0.0f && m.e22 == 0.0f && m.e23 == 0.0f && m.e31 == 0.0f && m.e32 == 0.0f && m.e33 == 0.0f) { overriding = false; } else overriding = true; } bool RenderTransform::update() { if (overriding) return true; //Init Status if (mathZero(x) && mathZero(y) && mathZero(degree) && mathEqual(scale, 1)) return false; mathIdentity(&m); mathScale(&m, scale); if (!mathZero(degree)) mathRotate(&m, degree); mathTranslate(&m, x, y); return true; } RenderTransform::RenderTransform() { } RenderTransform::RenderTransform(const RenderTransform* lhs, const RenderTransform* rhs) { m = mathMultiply(&lhs->m, &rhs->m); }