#ifndef FloatPoint_h
#define FloatPoint_h
#include "FloatSize.h"
#include "IntPoint.h"
#include <wtf/MathExtras.h>
#if USE(CG)
typedef struct CGPoint CGPoint;
#endif
#if PLATFORM(MAC)
#ifdef NSGEOMETRY_TYPES_SAME_AS_CGGEOMETRY_TYPES
typedef struct CGPoint NSPoint;
#else
typedef struct _NSPoint NSPoint;
#endif
#endif // PLATFORM(MAC)
namespace WebCore {
class AffineTransform;
class TransformationMatrix;
class IntPoint;
class IntSize;
class FloatPoint {
public:
FloatPoint() : m_x(0), m_y(0) { }
FloatPoint(float x, float y) : m_x(x), m_y(y) { }
FloatPoint(const IntPoint&);
explicit FloatPoint(const FloatSize& size) : m_x(size.width()), m_y(size.height()) { }
static FloatPoint zero() { return FloatPoint(); }
static FloatPoint narrowPrecision(double x, double y);
float x() const { return m_x; }
float y() const { return m_y; }
void setX(float x) { m_x = x; }
void setY(float y) { m_y = y; }
void set(float x, float y)
{
m_x = x;
m_y = y;
}
void move(float dx, float dy)
{
m_x += dx;
m_y += dy;
}
void move(const IntSize& a)
{
m_x += a.width();
m_y += a.height();
}
void move(const FloatSize& a)
{
m_x += a.width();
m_y += a.height();
}
void moveBy(const IntPoint& a)
{
m_x += a.x();
m_y += a.y();
}
void moveBy(const FloatPoint& a)
{
m_x += a.x();
m_y += a.y();
}
void scale(float sx, float sy)
{
m_x *= sx;
m_y *= sy;
}
void normalize();
float dot(const FloatPoint& a) const
{
return m_x * a.x() + m_y * a.y();
}
float slopeAngleRadians() const;
float length() const;
float lengthSquared() const
{
return m_x * m_x + m_y * m_y;
}
FloatPoint shrunkTo(const FloatPoint& other) const
{
return FloatPoint(std::min(m_x, other.m_x), std::min(m_y, other.m_y));
}
FloatPoint expandedTo(const FloatPoint& other) const
{
return FloatPoint(std::max(m_x, other.m_x), std::max(m_y, other.m_y));
}
FloatPoint transposedPoint() const
{
return FloatPoint(m_y, m_x);
}
#if USE(CG)
FloatPoint(const CGPoint&);
operator CGPoint() const;
#endif
#if PLATFORM(MAC) && !defined(NSGEOMETRY_TYPES_SAME_AS_CGGEOMETRY_TYPES)
FloatPoint(const NSPoint&);
operator NSPoint() const;
#endif
FloatPoint matrixTransform(const TransformationMatrix&) const;
FloatPoint matrixTransform(const AffineTransform&) const;
void dump(WTF::PrintStream& out) const;
private:
float m_x, m_y;
};
inline FloatPoint& operator+=(FloatPoint& a, const FloatSize& b)
{
a.move(b.width(), b.height());
return a;
}
inline FloatPoint& operator+=(FloatPoint& a, const FloatPoint& b)
{
a.move(b.x(), b.y());
return a;
}
inline FloatPoint& operator-=(FloatPoint& a, const FloatSize& b)
{
a.move(-b.width(), -b.height());
return a;
}
inline FloatPoint operator+(const FloatPoint& a, const FloatSize& b)
{
return FloatPoint(a.x() + b.width(), a.y() + b.height());
}
inline FloatPoint operator+(const FloatPoint& a, const FloatPoint& b)
{
return FloatPoint(a.x() + b.x(), a.y() + b.y());
}
inline FloatSize operator-(const FloatPoint& a, const FloatPoint& b)
{
return FloatSize(a.x() - b.x(), a.y() - b.y());
}
inline FloatPoint operator-(const FloatPoint& a, const FloatSize& b)
{
return FloatPoint(a.x() - b.width(), a.y() - b.height());
}
inline FloatPoint operator-(const FloatPoint& a)
{
return FloatPoint(-a.x(), -a.y());
}
inline bool operator==(const FloatPoint& a, const FloatPoint& b)
{
return a.x() == b.x() && a.y() == b.y();
}
inline bool operator!=(const FloatPoint& a, const FloatPoint& b)
{
return a.x() != b.x() || a.y() != b.y();
}
inline float operator*(const FloatPoint& a, const FloatPoint& b)
{
return a.dot(b);
}
inline IntPoint roundedIntPoint(const FloatPoint& p)
{
return IntPoint(clampToInteger(roundf(p.x())), clampToInteger(roundf(p.y())));
}
inline IntPoint flooredIntPoint(const FloatPoint& p)
{
return IntPoint(clampToInteger(floorf(p.x())), clampToInteger(floorf(p.y())));
}
inline FloatPoint flooredToDevicePixels(const FloatPoint& p, float deviceScaleFactor)
{
return FloatPoint(floorf(p.x() * deviceScaleFactor) / deviceScaleFactor, floorf(p.y() * deviceScaleFactor) / deviceScaleFactor);
}
inline IntPoint ceiledIntPoint(const FloatPoint& p)
{
return IntPoint(clampToInteger(ceilf(p.x())), clampToInteger(ceilf(p.y())));
}
inline FloatPoint ceiledToDevicePixels(const FloatPoint& p, float deviceScaleFactor)
{
return FloatPoint(ceilf(p.x() * deviceScaleFactor) / deviceScaleFactor, ceilf(p.y() * deviceScaleFactor) / deviceScaleFactor);
}
inline IntSize flooredIntSize(const FloatPoint& p)
{
return IntSize(clampToInteger(floorf(p.x())), clampToInteger(floorf(p.y())));
}
inline FloatSize toFloatSize(const FloatPoint& a)
{
return FloatSize(a.x(), a.y());
}
inline FloatPoint toFloatPoint(const FloatSize& a)
{
return FloatPoint(a.width(), a.height());
}
}
#endif