本文整理汇总了C++中AffineTransform::c方法的典型用法代码示例。如果您正苦于以下问题:C++ AffineTransform::c方法的具体用法?C++ AffineTransform::c怎么用?C++ AffineTransform::c使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AffineTransform
的用法示例。
在下文中一共展示了AffineTransform::c方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: applyResultsToTarget
void SVGAnimateMotionElement::applyResultsToTarget()
{
// We accumulate to the target element transform list so there is not much to do here.
SVGElement* targetElement = this->targetElement();
if (!targetElement)
return;
if (RenderObject* renderer = targetElement->renderer())
RenderSVGResource::markForLayoutAndParentResourceInvalidation(renderer);
AffineTransform* t = targetElement->supplementalTransform();
if (!t)
return;
// ...except in case where we have additional instances in <use> trees.
const HashSet<SVGElementInstance*>& instances = targetElement->instancesForElement();
const HashSet<SVGElementInstance*>::const_iterator end = instances.end();
for (HashSet<SVGElementInstance*>::const_iterator it = instances.begin(); it != end; ++it) {
SVGElement* shadowTreeElement = (*it)->shadowTreeElement();
ASSERT(shadowTreeElement);
AffineTransform* transform = shadowTreeElement->supplementalTransform();
if (!transform)
continue;
transform->setMatrix(t->a(), t->b(), t->c(), t->d(), t->e(), t->f());
if (RenderObject* renderer = shadowTreeElement->renderer()) {
renderer->setNeedsTransformUpdate();
RenderSVGResource::markForLayoutAndParentResourceInvalidation(renderer);
}
}
}
示例2: concatCTM
void GraphicsContext::concatCTM(const AffineTransform& affine)
{
if (paintingDisabled())
return;
//platformContext()->canvas()->concat(affine);
nvgTransform(platformContext()->canvas(), affine.a(), affine.b(), affine.c(), affine.d(), affine.e(), affine.f());
}
示例3: drawDeferredFilter
static void drawDeferredFilter(GraphicsContext* context, FilterData* filterData, SVGFilterElement* filterElement)
{
SkiaImageFilterBuilder builder(context);
SourceGraphic* sourceGraphic = static_cast<SourceGraphic*>(filterData->builder->getEffectById(SourceGraphic::effectName()));
ASSERT(sourceGraphic);
builder.setSourceGraphic(sourceGraphic);
RefPtr<ImageFilter> imageFilter = builder.build(filterData->builder->lastEffect(), ColorSpaceDeviceRGB);
FloatRect boundaries = filterData->boundaries;
context->save();
FloatSize deviceSize = context->getCTM().mapSize(boundaries.size());
float scaledArea = deviceSize.width() * deviceSize.height();
// If area of scaled size is bigger than the upper limit, adjust the scale
// to fit. Note that this only really matters in the non-impl-side painting
// case, since the impl-side case never allocates a full-sized backing
// store, only tile-sized.
// FIXME: remove this once all platforms are using impl-side painting.
// crbug.com/169282.
if (scaledArea > FilterEffect::maxFilterArea()) {
float scale = sqrtf(FilterEffect::maxFilterArea() / scaledArea);
context->scale(scale, scale);
}
// Clip drawing of filtered image to the minimum required paint rect.
FilterEffect* lastEffect = filterData->builder->lastEffect();
context->clipRect(lastEffect->determineAbsolutePaintRect(lastEffect->maxEffectRect()));
if (filterElement->hasAttribute(SVGNames::filterResAttr)) {
// Get boundaries in device coords.
// FIXME: See crbug.com/382491. Is the use of getCTM OK here, given it does not include device
// zoom or High DPI adjustments?
FloatSize size = context->getCTM().mapSize(boundaries.size());
// Compute the scale amount required so that the resulting offscreen is exactly filterResX by filterResY pixels.
float filterResScaleX = filterElement->filterResX()->currentValue()->value() / size.width();
float filterResScaleY = filterElement->filterResY()->currentValue()->value() / size.height();
// Scale the CTM so the primitive is drawn to filterRes.
context->scale(filterResScaleX, filterResScaleY);
// Create a resize filter with the inverse scale.
AffineTransform resizeMatrix;
resizeMatrix.scale(1 / filterResScaleX, 1 / filterResScaleY);
imageFilter = builder.buildTransform(resizeMatrix, imageFilter.get());
}
// If the CTM contains rotation or shearing, apply the filter to
// the unsheared/unrotated matrix, and do the shearing/rotation
// as a final pass.
AffineTransform ctm = context->getCTM();
if (ctm.b() || ctm.c()) {
AffineTransform scaleAndTranslate;
scaleAndTranslate.translate(ctm.e(), ctm.f());
scaleAndTranslate.scale(ctm.xScale(), ctm.yScale());
ASSERT(scaleAndTranslate.isInvertible());
AffineTransform shearAndRotate = scaleAndTranslate.inverse();
shearAndRotate.multiply(ctm);
context->setCTM(scaleAndTranslate);
imageFilter = builder.buildTransform(shearAndRotate, imageFilter.get());
}
context->beginLayer(1, CompositeSourceOver, &boundaries, ColorFilterNone, imageFilter.get());
context->endLayer();
context->restore();
}
示例4: cAttrGetter
static v8::Handle<v8::Value> cAttrGetter(v8::Local<v8::String> name, const v8::AccessorInfo& info)
{
INC_STATS("DOM.AffineTransform.c._get");
V8SVGPODTypeWrapper<AffineTransform>* impWrapper = V8SVGPODTypeWrapper<AffineTransform>::toNative(info.Holder());
AffineTransform impInstance = *impWrapper;
AffineTransform* imp = &impInstance;
return v8::Number::New(imp->c());
}
示例5: valueAsString
String SVGTransformList::valueAsString() const
{
// TODO: We may want to build a real transform string, instead of concatting to a matrix(...).
SVGTransform transform = concatenate();
if (transform.type() == SVGTransform::SVG_TRANSFORM_MATRIX) {
AffineTransform matrix = transform.matrix();
return String::format("matrix(%f %f %f %f %f %f)", matrix.a(), matrix.b(), matrix.c(), matrix.d(), matrix.e(), matrix.f());
}
return String();
}
示例6:
// static
void Shader::affineTo3x3(const AffineTransform& transform, float mat[9])
{
mat[0] = transform.a();
mat[1] = transform.b();
mat[2] = 0.0f;
mat[3] = transform.c();
mat[4] = transform.d();
mat[5] = 0.0f;
mat[6] = transform.e();
mat[7] = transform.f();
mat[8] = 1.0f;
}
示例7: affineTransformToSkMatrix
SkMatrix affineTransformToSkMatrix(const AffineTransform& source)
{
SkMatrix result;
result.setScaleX(WebCoreDoubleToSkScalar(source.a()));
result.setSkewX(WebCoreDoubleToSkScalar(source.c()));
result.setTranslateX(WebCoreDoubleToSkScalar(source.e()));
result.setScaleY(WebCoreDoubleToSkScalar(source.d()));
result.setSkewY(WebCoreDoubleToSkScalar(source.b()));
result.setTranslateY(WebCoreDoubleToSkScalar(source.f()));
// FIXME: Set perspective properly.
result.setPerspX(0);
result.setPerspY(0);
result.set(SkMatrix::kMPersp2, SK_Scalar1);
return result;
}
示例8: paintFilteredContent
static void paintFilteredContent(const LayoutObject& object, GraphicsContext& context, FilterData* filterData)
{
ASSERT(filterData->m_state == FilterData::ReadyToPaint);
ASSERT(filterData->filter->sourceGraphic());
filterData->m_state = FilterData::PaintingFilter;
SkiaImageFilterBuilder builder;
RefPtr<SkImageFilter> imageFilter = builder.build(filterData->filter->lastEffect(), ColorSpaceDeviceRGB);
FloatRect boundaries = filterData->filter->filterRegion();
context.save();
// Clip drawing of filtered image to the minimum required paint rect.
FilterEffect* lastEffect = filterData->filter->lastEffect();
context.clipRect(lastEffect->determineAbsolutePaintRect(lastEffect->maxEffectRect()));
#ifdef CHECK_CTM_FOR_TRANSFORMED_IMAGEFILTER
// TODO: Remove this workaround once skew/rotation support is added in Skia
// (https://code.google.com/p/skia/issues/detail?id=3288, crbug.com/446935).
// If the CTM contains rotation or shearing, apply the filter to
// the unsheared/unrotated matrix, and do the shearing/rotation
// as a final pass.
AffineTransform ctm = SVGLayoutSupport::deprecatedCalculateTransformToLayer(&object);
if (ctm.b() || ctm.c()) {
AffineTransform scaleAndTranslate;
scaleAndTranslate.translate(ctm.e(), ctm.f());
scaleAndTranslate.scale(ctm.xScale(), ctm.yScale());
ASSERT(scaleAndTranslate.isInvertible());
AffineTransform shearAndRotate = scaleAndTranslate.inverse();
shearAndRotate.multiply(ctm);
context.concatCTM(shearAndRotate.inverse());
imageFilter = builder.buildTransform(shearAndRotate, imageFilter.get());
}
#endif
context.beginLayer(1, SkXfermode::kSrcOver_Mode, &boundaries, ColorFilterNone, imageFilter.get());
context.endLayer();
context.restore();
filterData->m_state = FilterData::ReadyToPaint;
}