/* * Copyright (C) 2004, 2005 Nikolas Zimmermann * Copyright (C) 2004, 2005 Rob Buis * Copyright (C) 2006 Samuel Weinig * Copyright (C) 2006 Apple Inc. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ // FIXME: This should be removed and made an alias to DOMRect. [ SkipVTableValidation ] interface SVGMatrix { // FIXME: these attributes should all be floats but since we implement // AffineTransform with doubles setting these as doubles makes more sense. attribute unrestricted double a; attribute unrestricted double b; attribute unrestricted double c; attribute unrestricted double d; attribute unrestricted double e; attribute unrestricted double f; [NewObject] SVGMatrix multiply(SVGMatrix secondMatrix); [MayThrowException, NewObject] SVGMatrix inverse(); [NewObject] SVGMatrix translate(unrestricted float x, unrestricted float y); [NewObject] SVGMatrix scale(unrestricted float scaleFactor); [NewObject] SVGMatrix scaleNonUniform(unrestricted float scaleFactorX, unrestricted float scaleFactorY); [NewObject] SVGMatrix rotate(unrestricted float angle); [MayThrowException, NewObject] SVGMatrix rotateFromVector(unrestricted float x, unrestricted float y); [NewObject] SVGMatrix flipX(); [NewObject] SVGMatrix flipY(); [NewObject] SVGMatrix skewX(unrestricted float angle); [NewObject] SVGMatrix skewY(unrestricted float angle); };