Index: ui/gfx/transform.h |
diff --git a/ui/gfx/transform.h b/ui/gfx/transform.h |
index 7a7543a3a51eada5e9b4030a3467026f2bd9cfeb..15d9e496d8695015494481f8523104dcc8d6fb87 100644 |
--- a/ui/gfx/transform.h |
+++ b/ui/gfx/transform.h |
@@ -40,16 +40,31 @@ class UI_EXPORT Transform { |
: matrix_(lhs.matrix_, rhs.matrix_) {} |
// Constructs a transform from explicit 16 matrix elements. Elements |
// should be given in row-major order. |
- Transform(double col1row1, double col2row1, double col3row1, double col4row1, |
- double col1row2, double col2row2, double col3row2, double col4row2, |
- double col1row3, double col2row3, double col3row3, double col4row3, |
- double col1row4, double col2row4, double col3row4, double col4row4); |
+ Transform(SkMScalar col1row1, |
+ SkMScalar col2row1, |
+ SkMScalar col3row1, |
+ SkMScalar col4row1, |
+ SkMScalar col1row2, |
+ SkMScalar col2row2, |
+ SkMScalar col3row2, |
+ SkMScalar col4row2, |
+ SkMScalar col1row3, |
+ SkMScalar col2row3, |
+ SkMScalar col3row3, |
+ SkMScalar col4row3, |
+ SkMScalar col1row4, |
+ SkMScalar col2row4, |
+ SkMScalar col3row4, |
+ SkMScalar col4row4); |
// Constructs a transform from explicit 2d elements. All other matrix |
// elements remain the same as the corresponding elements of an identity |
// matrix. |
- Transform(double col1row1, double col2row1, |
- double col1row2, double col2row2, |
- double x_translation, double y_translation); |
+ Transform(SkMScalar col1row1, |
+ SkMScalar col2row1, |
+ SkMScalar col1row2, |
+ SkMScalar col2row2, |
+ SkMScalar x_translation, |
+ SkMScalar y_translation); |
~Transform() {} |
bool operator==(const Transform& rhs) const { return matrix_ == rhs.matrix_; } |
@@ -71,22 +86,22 @@ class UI_EXPORT Transform { |
// Applies the current transformation on a scaling and assigns the result |
// to |this|. |
- void Scale(double x, double y); |
- void Scale3d(double x, double y, double z); |
+ void Scale(SkMScalar x, SkMScalar y); |
+ void Scale3d(SkMScalar x, SkMScalar y, SkMScalar z); |
// Applies the current transformation on a translation and assigns the result |
// to |this|. |
- void Translate(double x, double y); |
- void Translate3d(double x, double y, double z); |
+ void Translate(SkMScalar x, SkMScalar y); |
+ void Translate3d(SkMScalar x, SkMScalar y, SkMScalar z); |
// Applies the current transformation on a skew and assigns the result |
// to |this|. |
- void SkewX(double angle_x); |
- void SkewY(double angle_y); |
+ void SkewX(SkMScalar angle_x); |
+ void SkewY(SkMScalar angle_y); |
// Applies the current transformation on a perspective transform and assigns |
// the result to |this|. |
- void ApplyPerspectiveDepth(double depth); |
+ void ApplyPerspectiveDepth(SkMScalar depth); |
// Applies a transformation on the current transformation |
// (i.e. 'this = this * transform;'). |
@@ -108,9 +123,8 @@ class UI_EXPORT Transform { |
bool IsPositiveScaleOrTranslation() const { |
if (!IsScaleOrTranslation()) |
return false; |
- return matrix_.getDouble(0, 0) > 0.0 && |
- matrix_.getDouble(1, 1) > 0.0 && |
- matrix_.getDouble(2, 2) > 0.0; |
+ return matrix_.get(0, 0) > 0.0 && matrix_.get(1, 1) > 0.0 && |
+ matrix_.get(2, 2) > 0.0; |
} |
// Returns true if the matrix is either identity or pure, non-fractional |
@@ -202,7 +216,7 @@ class UI_EXPORT Transform { |
// you're going to be calling this rapidly (e.g., in an animation) you should |
// decompose once using gfx::DecomposeTransforms and reuse your |
// DecomposedTransform. |
- bool Blend(const Transform& from, double progress); |
+ bool Blend(const Transform& from, SkMScalar progress); |
danakj
2013/09/09 17:57:45
progress isn't a transform element, should stay as
|
// Returns |this| * |other|. |
Transform operator*(const Transform& other) const { |