libui/GTK: fix drawmatrix transform order to match Windows. fixes rotation.

This commit is contained in:
StapleButter 2017-12-05 04:12:03 +01:00
parent c5872dab7d
commit dd529f0f5c
2 changed files with 16 additions and 10 deletions

View File

@ -25,35 +25,41 @@ static void c2m(cairo_matrix_t *c, uiDrawMatrix *m)
void uiDrawMatrixTranslate(uiDrawMatrix *m, double x, double y)
{
cairo_matrix_t c;
cairo_matrix_t tmp;
m2c(m, &c);
cairo_matrix_translate(&c, x, y);
cairo_matrix_init_translate(&tmp, x, y);
cairo_matrix_multiply(&c, &c, &tmp);
c2m(&c, m);
}
void uiDrawMatrixScale(uiDrawMatrix *m, double xCenter, double yCenter, double x, double y)
{
cairo_matrix_t c;
cairo_matrix_t tmp;
double xt, yt;
m2c(m, &c);
xt = x;
yt = y;
scaleCenter(xCenter, yCenter, &xt, &yt);
cairo_matrix_translate(&c, xt, yt);
cairo_matrix_scale(&c, x, y);
cairo_matrix_translate(&c, -xt, -yt);
cairo_matrix_init_translate(&tmp, xt, yt);
cairo_matrix_scale(&tmp, x, y);
cairo_matrix_translate(&tmp, -xt, -yt);
cairo_matrix_multiply(&c, &c, &tmp);
c2m(&c, m);
}
void uiDrawMatrixRotate(uiDrawMatrix *m, double x, double y, double amount)
{
cairo_matrix_t c;
cairo_matrix_t tmp;
m2c(m, &c);
cairo_matrix_translate(&c, x, y);
cairo_matrix_rotate(&c, amount);
cairo_matrix_translate(&c, -x, -y);
cairo_matrix_init_translate(&tmp, x, y);
cairo_matrix_rotate(&tmp, amount);
cairo_matrix_translate(&tmp, -x, -y);
cairo_matrix_multiply(&c, &c, &tmp);
c2m(&c, m);
}

View File

@ -594,7 +594,7 @@ void SetupScreenRects(int width, int height)
switch (ScreenRotation)
{
case 1: // 90\B0
case 1: // 90°
{
uiDrawMatrixTranslate(&TopScreenTrans, -TopScreenRect.X, -TopScreenRect.Y);
uiDrawMatrixRotate(&TopScreenTrans, 0, 0, M_PI/2.0f);
@ -612,7 +612,7 @@ void SetupScreenRects(int width, int height)
}
break;
case 2: // 180\B0
case 2: // 180°
{
uiDrawMatrixTranslate(&TopScreenTrans, -TopScreenRect.X, -TopScreenRect.Y);
uiDrawMatrixRotate(&TopScreenTrans, 0, 0, M_PI);
@ -624,7 +624,7 @@ void SetupScreenRects(int width, int height)
}
break;
case 3: // 270\B0
case 3: // 270°
{
uiDrawMatrixTranslate(&TopScreenTrans, -TopScreenRect.X, -TopScreenRect.Y);
uiDrawMatrixRotate(&TopScreenTrans, 0, 0, -M_PI/2.0f);