- updated
git-svn-id: http://moon:8086/svn/software/trunk/projects/mpsk_rx_gui@117 b431acfa-c32f-4a4a-93f1-934dc6c82436
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@@ -193,9 +193,9 @@ AffineTransform AffineTransform::sheared (const float shearX, const float shearY
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return AffineTransform (mat00 + shearX * mat10,
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mat01 + shearX * mat11,
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mat02 + shearX * mat12,
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shearY * mat00 + mat10,
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shearY * mat01 + mat11,
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shearY * mat02 + mat12);
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mat10 + shearY * mat00,
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mat11 + shearY * mat01,
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mat12 + shearY * mat02);
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}
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AffineTransform AffineTransform::verticalFlip (const float height) noexcept
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@@ -211,10 +211,10 @@ AffineTransform AffineTransform::inverted() const noexcept
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{
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determinant = 1.0 / determinant;
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const float dst00 = (float) (mat11 * determinant);
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const float dst00 = (float) ( mat11 * determinant);
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const float dst10 = (float) (-mat10 * determinant);
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const float dst01 = (float) (-mat01 * determinant);
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const float dst11 = (float) (mat00 * determinant);
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const float dst11 = (float) ( mat00 * determinant);
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return AffineTransform (dst00, dst01, -mat02 * dst00 - mat12 * dst01,
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dst10, dst11, -mat02 * dst10 - mat12 * dst11);
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@@ -258,5 +258,5 @@ bool AffineTransform::isOnlyTranslation() const noexcept
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float AffineTransform::getScaleFactor() const noexcept
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{
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return (mat00 + mat11) / 2.0f;
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return (std::abs (mat00) + std::abs (mat11)) / 2.0f;
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}
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@@ -501,13 +501,20 @@ void Path::addRoundedRectangle (float x, float y, float w, float h, float cs)
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addRoundedRectangle (x, y, w, h, cs, cs);
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}
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void Path::addTriangle (const float x1, const float y1,
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const float x2, const float y2,
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const float x3, const float y3)
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void Path::addTriangle (float x1, float y1,
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float x2, float y2,
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float x3, float y3)
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{
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startNewSubPath (x1, y1);
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lineTo (x2, y2);
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lineTo (x3, y3);
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addTriangle (Point<float> (x1, y1),
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Point<float> (x2, y2),
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Point<float> (x3, y3));
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}
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void Path::addTriangle (Point<float> p1, Point<float> p2, Point<float> p3)
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{
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startNewSubPath (p1);
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lineTo (p2);
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lineTo (p3);
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closeSubPath();
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}
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@@ -377,6 +377,18 @@ public:
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float x2, float y2,
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float x3, float y3);
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/** Adds a triangle to the path.
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The triangle is added as a new closed sub-path. (Any currently open paths will be left open).
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Note that whether the vertices are specified in clockwise or anticlockwise
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order will affect how the triangle is filled when it overlaps other
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shapes (the winding order setting will affect this of course).
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*/
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void addTriangle (Point<float> point1,
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Point<float> point2,
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Point<float> point3);
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/** Adds a quadrilateral to the path.
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The quad is added as a new closed sub-path. (Any currently open paths will be left open).
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