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/* 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
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