| #include "rive/math/mat2d.hpp" |
| #include "rive/renderer.hpp" |
| |
| using namespace rive; |
| |
| Mat2D rive::computeAlignment(Fit fit, Alignment alignment, const AABB& frame, const AABB& content) { |
| float contentWidth = content.width(); |
| float contentHeight = content.height(); |
| float x = -content.left() - contentWidth / 2.0 - (alignment.x() * contentWidth / 2.0); |
| float y = -content.top() - contentHeight / 2.0 - (alignment.y() * contentHeight / 2.0); |
| |
| float scaleX = 1.0, scaleY = 1.0; |
| |
| switch (fit) { |
| case Fit::fill: { |
| scaleX = frame.width() / contentWidth; |
| scaleY = frame.height() / contentHeight; |
| break; |
| } |
| case Fit::contain: { |
| float minScale = |
| std::fmin(frame.width() / contentWidth, frame.height() / contentHeight); |
| scaleX = scaleY = minScale; |
| break; |
| } |
| case Fit::cover: { |
| float maxScale = |
| std::fmax(frame.width() / contentWidth, frame.height() / contentHeight); |
| scaleX = scaleY = maxScale; |
| break; |
| } |
| case Fit::fitHeight: { |
| float minScale = frame.height() / contentHeight; |
| scaleX = scaleY = minScale; |
| break; |
| } |
| case Fit::fitWidth: { |
| float minScale = frame.width() / contentWidth; |
| scaleX = scaleY = minScale; |
| break; |
| } |
| case Fit::none: { |
| scaleX = scaleY = 1.0; |
| break; |
| } |
| case Fit::scaleDown: { |
| float minScale = |
| std::fmin(frame.width() / contentWidth, frame.height() / contentHeight); |
| scaleX = scaleY = minScale < 1.0 ? minScale : 1.0; |
| break; |
| } |
| } |
| |
| Mat2D translation; |
| translation[4] = frame.left() + frame.width() / 2.0 + (alignment.x() * frame.width() / 2.0); |
| translation[5] = frame.top() + frame.height() / 2.0 + (alignment.y() * frame.height() / 2.0); |
| |
| return translation * Mat2D::fromScale(scaleX, scaleY) * Mat2D::fromTranslate(x, y); |
| } |
| |
| void Renderer::translate(float tx, float ty) { this->transform(Mat2D(1, 0, 0, 1, tx, ty)); } |
| |
| void Renderer::scale(float sx, float sy) { this->transform(Mat2D(sx, 0, 0, sy, 0, 0)); } |
| |
| void Renderer::rotate(float radians) { |
| const float s = std::sin(radians); |
| const float c = std::cos(radians); |
| this->transform(Mat2D(c, s, -s, c, 0, 0)); |
| } |