/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef GRAPHICS_TRANSFORM_TOOLS_H #define GRAPHICS_TRANSFORM_TOOLS_H #include "common/rect.h" #include "graphics/transform_struct.h" namespace Graphics { static const float kEpsilon = 0.00001f; // arbitrarily taken number struct FloatPoint { float x; float y; FloatPoint() : x(0), y(0) {} FloatPoint(float x1, float y1) : x(x1), y(y1) {} FloatPoint(const Common::Point p) : x(p.x), y(p.y) {} bool operator==(const FloatPoint &p) const { return fabs(x - p.x) < kEpsilon && fabs(y - p.y) < kEpsilon; } bool operator!=(const FloatPoint &p) const { return fabs(x - p.x) > kEpsilon || fabs(y - p.y) > kEpsilon; } FloatPoint operator+(const FloatPoint &delta) const { return FloatPoint (x + delta.x, y + delta.y); } FloatPoint operator-(const FloatPoint &delta) const { return FloatPoint (x - delta.x, y - delta.y); } FloatPoint& operator+=(const FloatPoint &delta) { x += delta.x; y += delta.y; return *this; } FloatPoint& operator-=(const FloatPoint &delta) { x -= delta.x; y -= delta.y; return *this; } }; class TransformTools { public: /** * Basic transform (scale + rotate) for a single point * @param point the point on which the transform is to be applied * @param rotate the angle in degrees * @param zoom zoom x,y in percent * @param mirrorX flip along the vertical axis? * @param mirrorY flip along the horizontal axis? */ static FloatPoint transformPoint(FloatPoint point, const float rotate, const Common::Point &zoom, const bool mirrorX = false, const bool mirrorY = false); /** * @return the smallest rect that can contain the transformed sprite * and, as a side-effect, "newHotspot" will tell you where the hotspot will * have ended up in the new rect, for centering. */ static Common::Rect newRect(const Common::Rect &oldRect, const TransformStruct &transform, Common::Point *newHotspot); }; } // End of namespace Wintermute #endif